Lore: This artifact was forged during the “Trial of the Ashen Soul,” a legendary event in the history of the Admonishing Band. High Justiciar Kaelen, facing a Demon Lord who could twist reality with lies and crushing fear, realized that neither steel nor faith alone would suffice. He sought the “Evaluator of Lok-Mir,” stealing the Folk 143 of the Weighing Spindle to pierce the demon’s deceptions. He then journeyed to the volcanic forge of the Dragon Matriarch, offering his Sanctified Amulet as a catalyst. In the Dragon’s fire, Kaelen bound the holy crystal and the truth-seeking thread into his Arm 4 of the Unwavering Resolve. The heat melted the silver filigree of the amulet into the crimson iron of the bracer, while the spindle-thread, refusing to burn, wove itself through the dragon scales like veins of judgment. The resulting Vambrace does not just protect; it enforces a reality where lies burn and evil is weighed and found wanting.
Description: The item is a heavy, singular vambrace covering the forearm and back of the hand. It is composed of deep crimson iron forged into the shape of interlocking dragon scales that shimmer with an internal, restless fire. Embedded in the center of the wrist-guard is the Sanctified Amulet’s large, radiant crystal, now glowing with a harsh, interrogating white light rather than a soft yellow. The entire piece is bound and wrapped by the Weighing Spindle’s thread—a distinct, unbreaking cord of black lamb’s wool and sun-bleached flax that threads through the metal scales and loops tightly around the wearer’s middle finger, physically connecting the judgment of the hand to the resolve of the arm.
Stats Tier: 3 Weight: 4 lbs Value: 4,500 Gold (Priceless to the Admonishing Band) Ability Boosts: +2 Charisma (Intimidation/Leadership); +2 Wisdom (Insight/Perception); +2 Constitution (Resilience). Skill Bonuses: +5 Insight (Detecting Deception); +5 Intimidation (Spiritual Authority); +5 Religion (Banishing Rites).
Tags: Worn Item, Armor, Tier 3, Holy, Dragon-Fire, Truth, Judgment, Protection, Courage, Exorcism, Thread-Bound, Scale-Forged, Anti-Curse, Fear-Immunity, Divine Authority, Law-Bringer, Radiant-Scale, Soul-Anchor, Truth-Seared, Divine-Iron, Vow-Keeper, Crimson-Ward, Spirit-Judge
Multiple Passive Magics
- The Unshakeable Verdict: The wearer is Immune to the Frightened and Charmed conditions (Dragon’s Blood + Sanctified Ward). Furthermore, the wearer has Advantage on all Saving Throws against Curses, Hexes, and Possession.
- Thread of Absolute Measure: The spindle-thread wrapped around the finger vibrates violently in the presence of lies or illusions. The wearer gains True Sight out to 15 feet and acts as a living lie detector; they instantly know if a creature speaking to them believes what they are saying is true.
- Aura of the Burning Saint: The Vambrace emits a 10-foot aura of holy heat. Undead and Fiends within this aura suffer 1d6 Radiant damage at the start of their turn and have Disadvantage on Attack rolls against the wearer.
Multiple Active Magics
- Roar of Revelation (Action, 3 Charges/Day): The wearer channels the Draconic Roar through the Sanctified Crystal. This releases a 30-foot cone of thunderous holy fire. Creatures in the cone take 4d8 Radiant damage and 4d8 Thunder damage. They must succeed on a Wisdom saving throw or be Stunned and forced to speak the truth for 1 minute (Zone of Truth effect applied violently).
- Sanctuary of the Weighed Soul (Reaction, 2 Charges/Day): When the wearer or an ally within 30 feet is targeted by a spell or attack, the wearer raises the Vambrace. The thread spins rapidly, weaving a shield of hard-light scales. The target gains +5 AC and Resistance to all damage for that turn. If the attacker was Evil-aligned, they take 4d6 Psychic damage as their malice is “weighed” and returned to them.
- Inquisitor’s Stance (Action, 1 Charge/Day): The wearer activates the Unwavering Stance amplified by the Spindle’s balance. For 1 minute, the wearer cannot be moved against their will (Immune to Knockback/Prone), gains 20 Temporary Hit Points, and adds their Charisma modifier to all Attack and Damage rolls as holy fire coats their weapon.
Specific Slot: (Arm) This item occupies a single Arm slot (typically the shield-arm or main-hand forearm). It physically integrates the ring/finger loop of the Spindle into the gauntlet structure, so it does not occupy a Finger slot or Neck slot.
Item Hit Points and Disabling Magic As a Tier 3 Artifact forged from dragon-scale iron and divine crystal, the Vambrace of the Crimson Judge 738 is incredibly durable, practically immune to mundane wear. To disable it, an attacker must target the specific “Spindle-Thread” binding the scales or shatter the crystal.
- Armor Class (AC): 24. The item is hardened by dragon fire and divine will.
- Damage Threshold (DT): 15. The Vambrace ignores any single attack dealing 14 or fewer points of damage, as the Unwavering Resolve absorbs the kinetic energy.
- Hit Points (HP): 90.
- Disabling Condition: If reduced to 0 Hit Points, the Thread of Absolute Measure snaps with the sound of a judge’s gavel striking wood. The crimson glow instantly fades to the color of cold ash, and the Sanctified Crystal cracks down the center. The item becomes inert, losing all magical properties (including the AC bonus) and functioning only as a heavy, broken piece of scrap metal that weighs double (8 lbs) due to the “dead weight” of failed judgment.
Repairing the Vambrace of the Crimson Judge 738 Repairing this item is a religious and metallurgical ordeal. You cannot simply patch the metal; you must re-sanctify the vessel and re-spin the judgment.
- Skill Requirements: A Master Blacksmith to mend the scales and a High Priest/Justiciar to bless the repair.
- Materials:
- Spool of Penitent Wool: New thread must be spun from the wool of a black lamb that was raised on holy ground.
- Dust of a Banished Fiend: To fill the cracks in the crystal, symbolizing the victory over evil.
- Magma or Dragon’s Breath: The forge must be heated not by coal, but by elemental fire or a dragon’s flame to soften the crimson iron.
- The Process: The “Rite of the Mended Oath.” The Vambrace is heated in the elemental fire until soft. The crafter must re-weave the Penitent Wool through the hot scales without burning the thread—a feat possible only if the crafter speaks a fundamental truth while working. If the crafter lies or hesitates, the thread burns, and the repair fails. Once re-threaded, the cracks in the crystal are filled with the fiend-dust and sealed with a holy seal. The repair takes 12 hours of continuous chanting and hammering.
Locations and methods by which the Vambrace of the Crimson Judge 738 might be bought and sold in the world of Saṃsāra: As a Tier 3 Legendary Artifact combining martial might, divine authority, and truth-seeking magic, it is strictly controlled and rarely seen on the open market.
The Cathedral of the Burning Eye (Holy Capital of the Admonishing Band)
- Setting: A fortress-church built into the side of a volcano. The air is thick with ash and incense. The “shop” is the High Reliquary, guarded by armored paladins and constructs.
- How It’s Sold: “The Rite of Worthiness.” The church does not sell artifacts for profit. To acquire the Vambrace, a petitioner must be a high-ranking member of the faith or a proven hero. They must undergo a public trial where they are questioned under the Vambrace’s Thread of Absolute Measure. If they speak only truth and show no fear, the item is bestowed upon them in exchange for a tithe.
- Typical Cost: 4,500 Gold (Tithe). Alternatively, the church may demand a service: “Slay the Demon Lord inhabiting the crypts” or “Recover the lost scriptures of the First Justiciar.”
The Iron-Scale Foundry (City of Dragon-Smiths)
- Setting: A massive industrial complex powered by trapped elementals. The heat is intense enough to scorch hair. The Master Smith works here, treating artifacts like masterpieces of art.
- How It’s Sold: “The Auction of Strength.” The Smithy puts the item up for bid, but money is secondary to the buyer’s capability. Bidders must endure holding a hot coal while placing their bid. The Vambrace is sold to the one who can withstand the most pain (Constitution Check) and offer the most resources.
- Typical Cost: 5,000 Gold in raw materials (Adamantine bars, Star-Metal, or Dragon Scales). They have no use for soft coin.
The Court of Whispers (Underground Information Brokerage)
- Setting: A silent, opulent library hidden beneath a bustling casino. Spies and assassins trade secrets here.
- How It’s Sold: “The Truth-Exchange.” The brokers possess the Vambrace not to use it, but because it is the ultimate tool for interrogation. They will sell it, but the price is devastating information.
- Typical Cost: 6,000 Gold (Black Market Premium) PLUS one “Kingdom-Ending Secret.” The buyer must provide proof of a king’s illegitimacy, a guild’s treason, or a god’s death.
The Wandering Tribunal (Nomadic Judge-Knights)
- Setting: A caravan of armored wagons that travels to lawless lands to dispense justice. They set up a temporary court in town squares.
- How It’s Sold: “The Legacy Transfer.” If a Judge-Knight falls in battle or retires, their gear is offered to the local populace—but only to someone who can solve an impossible cold case. The Vambrace is the badge of office for the new local sheriff/justiciar.
- Typical Cost: 3,000 Gold (Subsidized Price). The low cost is a test; if the buyer tries to haggle or resell it, the Knights execute them for greed. The buyer effectively buys a lifetime job as a protector.
The Vault of the Collector (Inter-dimensional Merchant)
- Setting: A shop that exists inside a pocket dimension, accessible only by a golden key. The shelves are lined with items from dead worlds.
- How It’s Sold: “The Soul-Weight.” The Collector is fascinated by the Weighing Spindle component. They sell the item based on the “weight” of the buyer’s soul.
- Typical Cost: 4,500 Gold. However, the buyer must agree to a contract: when they die, the Vambrace (and the history of all the judgments made with it) returns to the Collector’s vault.
Roleplay the Vambrace of the Crimson Judge 738 in various environments, utilizing its synthesis of dragon-fire resolve, absolute truth, and holy protection:
1. The Corrupt High Court (Urban / Political)
- Defense: “The Silent Objection”
- Scenario: A corrupt advisor is weaving a complex web of lies to frame you for treason.
- Roleplay: You do not speak. You simply place your armored hand on the table. The Thread of Absolute Measure wrapped around your finger begins to vibrate violently, creating a distinct humming sound that everyone can hear. The Sanctified Crystal pulses with an angry red light. You look at the King and say, “The artifact judges this testimony as False.” The advisor must now roll Deception against your enhanced Insight, usually with Disadvantage due to the supernatural pressure.
- Offense: “The Gavel of Light”
- Scenario: The guards attempt to arrest you based on the lie.
- Roleplay: You trigger Roar of Revelation. You slam your fist onto the table. Instead of a shockwave of destruction, you shape the cone upwards. The thunderous boom acts as a “Gavel Drop,” stunning the room into silence. The advisor, caught in the blast, fails their save and is compelled to blurt out, “I forged the letter!” before they can stop themselves.
2. The Cursed Necropolis (Dungeon / Undead)
- Defense: “The Bastion of Ash”
- Scenario: A Death Knight attempts to use a Fear aura to rout your party while skeletons swarm.
- Roleplay: You step to the front. The Unshakeable Verdict renders you immune to the fear. You activate Aura of the Burning Saint. The crimson dragon scales ignite with white flames. As the skeletons rush you, they burn upon entering your space, crumbling to ash before they can strike. You act as a living lighthouse in the dark, the shadows physically recoiling from your arm.
- Offense: “The Smite of the Weighed Soul”
- Scenario: A Lich is casting a necrotic ray at your healer.
- Roleplay: You use your Reaction for Sanctuary of the Weighed Soul. You interpose the Vambrace. The thread spins into a web of hard-light scales. The necrotic ray hits the shield and is absorbed. You describe the Vambrace “judging” the Lich’s malice; a backlash of Psychic damage strikes the Lich instantly, interrupting their concentration on the next spell.
3. The Illusory Fae-Wilds (Wilderness / Magic)
- Defense: “The Anchor of Reality”
- Scenario: Pixies are using illusions to hide the path and lure the party into a bog.
- Roleplay: You close your eyes and raise the Vambrace. You rely on the Thread of Absolute Measure. You feel the thread pull taut against your finger, ignoring the visual lies. You walk straight through what looks like a solid wall of thorns, revealing it to be an illusion. You guide your party by holding the Vambrace aloft, letting the Sanctified Crystal burn away the glamour like fog under the sun.
- Offense: “The Inquisitor’s March”
- Scenario: A Displacer Beast (which appears to be where it is not) attacks.
- Roleplay: You activate Inquisitor’s Stance. You ground yourself, becoming immovable. You ignore the displacement visual trickery because the Vambrace detects the “truth” of the beast’s location. You strike not where you see it, but where the thread pulls you. Your weapon, coated in the holy fire of the stance, connects with the invisible reality of the beast, bypassing its natural defenses.
4. The Volcanic Frontline (War / Battlefield)
- Defense: “The Dragon’s rebuke”
- Scenario: An enemy shock-trooper charges you with a battering ram or shield bash.
- Roleplay: You activate Inquisitor’s Stance. When the ram hits you, you do not move an inch. The magical weight of the Weighing Spindle anchors you to the earth. The shockwave travels back through the attacker’s arms. You look down at them, your Vambrace glowing with the heat of the volcano you are standing in, and say, “Your resolve is light.”
- Offense: “The Verdict of Fire”
- Scenario: You are commanding a squad against a demon-possessed warlord.
- Roleplay: You use Roar of Revelation as an alpha strike. You point the Vambrace at the warlord and unleash the shout. It is not just noise; it is a decree of banishment. The Radiant and Thunder damage tears the armor from the warlord, and the “Truth” effect forces the possessing demon to manifest its true form, losing the advantage of its host body and allowing your archers to target the fiend directly.

Perception of Activation: Vambrace of the Crimson Judge 738
Visual
- User’s Perspective: When active, the crimson scales do not just glow; they appear to become translucent, revealing veins of molten gold and magma flowing beneath the metal. The Sanctified Crystal does not emit a soft glow but projects a hard, focused beam of stark white light, like an inquisitor’s lantern, illuminating hidden things. The Spindle-Thread wrapped around your finger pulses with a strobe-like rhythm, turning from black to blinding white when a lie is detected.
- Observer’s Perspective: The wearer’s arm appears to be engulfed in a controlled, non-consuming fire. The air around the Vambrace shimmers with heat distortion. When the Sanctuary of the Weighed Soul triggers, the thread spins so fast it blurs into a solid dome of white light, momentarily obscuring the wearer in a cocoon of judgment.
- Positives: The stark light creates perfect visibility in magical darkness; the visual “fire” intimidates beasts effectively.
- Negatives: The “Interrogating Light” creates harsh shadows that can hide stealthy foes; the glowing arm makes the user a beacon in the dark.
Auditory
- User’s Perspective: You hear a constant, low-frequency rumble, like a dragon sleeping in a cave, which rises to a deafening roar when Inquisitor’s Stance is taken. The thread emits a high-pitched, tension-wire ping whenever it detects deception, a sound only you hear clearly, like a tuning fork struck against your bone.
- Observer’s Perspective: A sound like a heavy stone gavel striking an anvil echoes whenever the user strikes or blocks. The aura creates a crackling sound, like burning parchment.
- Positives: The “Gavel” sound asserts dominance in social or combat situations; the “ping” provides immediate, discreet feedback on lies.
- Negatives: The constant rumbling can make it difficult to hear quiet footsteps; the crackling aura ruins any attempt at moving silently.
Tactile
- User’s Perspective: The Vambrace feels immensely heavy, not with physical weight, but with “gravitas”—it feels like your arm is an anchor. The thread loop on your finger tightens painfully when a lie is spoken nearby, acting as a physical constrictor. When Roar of Revelation is unleashed, the recoil feels like firing a cannon from the wrist.
- Observer’s Perspective: Standing near the wearer feels like standing next to a forge door that has just opened. The heat is dry and intense. If the wearer grabs someone, the grip feels unyielding, as if the metal has fused to the target.
- Positives: The “anchor” sensation makes the user feel physically immovable; the heat keeps the user warm in freezing environments.
- Negatives: The finger-tightening can be distracting or painful during casual conversation; the heat can damage delicate items held in that hand.
Olfactory & Gustatory
- User’s Perspective: The air smells of burning wool (from the thread) and ozone (from the crystal). There is a taste of ash and copper in the back of the throat, the taste of a battlefield after the dragon has flown.
- Observer’s Perspective: A sharp, purifying scent of sulfur and frankincense. It smells like a temple that is currently on fire.
- Positives: The sulfur scent repels insects and some beasts; the “temple” smell commands religious respect.
- Negatives: The smell of burning is alarming to allies who fear fire; the ash taste creates a constant thirst.
Extra-Sensory Perception 1 (The Thread of Measure)
- User’s Perspective: A sensation of “Tension.” You perceive the words of others as physical strings. Truths are slack and comfortable; lies are taut and vibrating. You feel a lie as a physical pluck against your soul, snapping the thread tight.
- Observer’s Perspective: A feeling of “Exposure.” Observers feel as though their skin has become transparent and their heartbeat is audible to the room.
- Positives: Makes interrogation flawless; allows the user to navigate complex social deceptions instantly.
- Negatives: Constant awareness of “little white lies” can make the user cynical or paranoid; the physical sensation of lies can be exhausting in a crowd.
Extra-Sensory Perception 2 (The Dragon’s Dominion)
- User’s Perspective: A sense of “Territorial Heat.” You do not feel fear; you feel only the desire to burn that which threatens you. You sense the fear of others as a cold draft that you must extinguish with your presence.
- Observer’s Perspective: A “Pressure of Will.” Observers feel a distinct weight pressing down on their shoulders, urging them to kneel or look away.
- Positives: Immunity to fear renders magical intimidation useless against the user; the “pressure” naturally suppresses riots or mobs.
- Negatives: The lack of fear can lead to recklessness; the “pressure” can alienate allies who feel dominated rather than protected.
Extra-Sensory Perception 3 (The Sanctified Balance)
- User’s Perspective: A binary perception of “Aligned” or “Unaligned.” You sense the alignment of creatures not as good or evil, but as “Balanced” (safe) or “Malicious” (targets). Malice appears to your mind’s eye as a rot or rust on the soul.
- Observer’s Perspective: None directly, though they may feel judged.
- Positives: Instantly identifies hidden fiends or corrupted mortals.
- Negatives: Reduces complex morality to a simple “Smite/Don’t Smite” binary, which can lead to zealotry.
Recipe: The Rite of the Burning Verdict (Vambrace 738)
Items Merged
- Arm 4 of the Unwavering Resolve (Tier 1 Worn Item)
- Folk 143 of the Weighing Spindle (Tier 1 Tool/Ring)
- Sanctified Amulet (Tier 1 Neck Item)
Additional Materials Needed
- Vial of Primordial Magma: Harvested from the core of an active volcano; acts as the solvent for the dragon-iron.
- Ash of a Perjurer’s Tongue: The cremated remains of a liar who died while under oath. This grim component fuels the Thread of Absolute Measure.
- Ingot of Celestial Silver: To reinforce the setting for the Sanctified Crystal within the iron vambrace.
- Oil of the Martyr: Anointing oil blessed by a saint who died protecting the innocent, used for the final quenching.
Tools Required
- Consecrated Smithing Hammer: A hammer etched with scriptures of law, used to beat the judgment into the metal.
- Anvil of the First Vow: An anvil that has never been used to forge a weapon of aggression, only tools of defense or justice.
- Needle of White-Hot Adamantine: Used to pierce the dragon scales to thread the Spindle cord.
- Tongs of Will: Enchanted tongs that allow the user to hold items that are spiritually “heavy.”
Skill Requirements
- Master Blacksmithing: To rework the dragon-scale iron without losing its temper.
- Expert Religion (Rites): To maintain the sanctity of the amulet during the destructive forging process.
- Expert Insight: The crafter must maintain a state of absolute truthfulness during the forging; a single lie in their mind will cause the Weighing Spindle thread to snap.
Crafting Steps
- The Melting of the Filigree: Place the Sanctified Amulet into the crucible. Do not melt the crystal; melt only the silver filigree frame using the Vial of Primordial Magma. The crystal must be extracted with Tongs of Will the moment the silver liquefies.
- The Softening of the Resolve: Place the Arm 4 of the Unwavering Resolve onto the Anvil of the First Vow. Pour the molten silver/magma mixture over the crimson scales. Hammer the silver into the iron until the metal takes on a veins-of-fire appearance.
- The Seating of the Judge’s Eye: While the vambrace is white-hot, press the Sanctified Crystal into the center of the wrist guard. Use the Ingot of Celestial Silver to solder it in place. The crystal will react to the dragon-iron by shifting its glow from yellow to blinding white.
- The Threading of the Verdict: This is the most dangerous step. Unwind the thread from the Folk 143 of the Weighing Spindle. Dust it with the Ash of a Perjurer’s Tongue. Using the Needle of White-Hot Adamantine, you must stitch the thread through the molten metal scales. The thread will not burn if the crafter’s heart is true.
- The Loop of Conscience: Create the finger loop from the remaining thread, binding it to the underside of the wrist guard. It must be tied with a “Knot of Eternity” that tightens when tension is applied.
- The Quenching of the Saint: Plunge the completed, glowing Vambrace into a vat of Oil of the Martyr. It will scream with the sound of a thousand gavels striking. When the smoke clears, the Vambrace of the Crimson Judge 738 is hardened and ready to weigh the souls of the wicked.
Basalt-Slab of Burning-No and Iron-Yes
(Translator’s Note: This text was recovered from the Obsidio-Vaults. The dialect is Pre-Rockfall High-Guttermouth. Many concepts for “justice” and “burning” share the same glyph.)
In the cycle of the Ash-Throat, the world was sick with the Whispering-Dark. The Beast-of-Seven-Tongues (The Demon Lord) walked upon the earth. He was the Great Liar. He spoke to the sky, “You are the ground,” and the sky fell down. He spoke to the sword, “You are soft,” and the steel became silk. No man could fight him, for the Beast made the fight into a hug, and the hug into a death.
Stood then Kaelen-Iron-Face (The Justiciar). Upon his arm was the Red-Skin-of-Resolve (Arm 4), the scale-metal that does not shake. But Kaelen swung his hammer, and the Beast whispered, “I am not here,” and the hammer struck only the sad wind. Kaelen wept fire, for his strength was blind.
Kaelen went to the High-Grass-Place. He found the Old-Woman-Who-Spins. He took her Bone-Needle-String (The Weighing Spindle), the thread that knows the heaviness of the heart. He said, “I must catch the smoke.” He took from his neck the Bright-God-Eye (The Sanctified Amulet), the stone that hurts the dark. He said, “I must light the smoke.”
He walked into the Mouth-of-the-Mother-Drake (The Volcano Forge). The heat was the anger of the earth. Kaelen did not take off the Red-Skin-Arm. He put his flesh and the iron into the fire. He screamed the Oath-That-Breaks-Teeth.
He commanded the Silver-Eye to melt. The silver ran like sweat into the Red-Scales. He commanded the Wool-String to sew. The string did not burn. It laughed at the fire. It bit through the iron like a worm through an apple. The pain was great. The iron, the stone, and the string became One-Meat.
Kaelen returned to the Beast-of-Seven-Tongues. The Beast smiled. It said, “You are already dead.” The String-on-the-Finger pulled tight. It cut the air. The Arm-of-the-Judge glowed with the white-anger. Kaelen spoke the Word. He said: “FALSE.”
The word was a hammer. The lie burned. The air screamed. The Beast tried to become smoke, but the Arm held the weight of him. The Beast tried to speak a curse, but the Arm roared with the Thunder-of-Truth. Kaelen struck. He did not strike the body; he struck the Name. The Beast became ash. The lie became silence.
Kaelen stands still. He cannot take off the arm. The thread pulls forever. It weighs his sleep. It weighs his bread. He is the Wall against the Lie.
Moral of the Story: The truth is not a soft pillow; it is a fire that burns everything that is not real, until only the iron remains.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Vambrace of the Burning Verdict Type: Mythos Artifact / Holy Relic Era: Any (Likely found in ancient temples or the collections of zealous investigators)
Description: A heavy vambrace of crimson scales that feel hot to the touch. A blinding white crystal is embedded in the wrist, and a coarse thread loops around the wearer’s middle finger, tightening painfully when lies are spoken.
Mechanics:
- The Unshakeable Verdict (Passive): The wearer gains Immunity to Sanity loss caused by intimidation or mundane fear. They gain a Bonus Die to POW rolls to resist spells or curses.
- Thread of Absolute Measure (Passive): The Keeper must secretly inform the player if an NPC is knowingly lying to them. This grants a Bonus Die to Psychology rolls.
- Roar of Revelation (Active): Costs 1D6 Sanity (SAN) and 8 Magic Points (MP). The wearer unleashes a cone of sonic and luminous energy. Targets within 10 yards take 2D6 damage and must make a Hard POW roll. Failure compels them to answer one question truthfully.
- Sanctuary of the Weighed Soul (Reaction): Costs 4 MP. The user raises the vambrace to deflect a magical attack or physical blow. The wearer gains 10 Armor points against that single attack. If the attacker is a Mythos entity, it suffers 1D4 damage from feedback.
Sanity Cost:
- To Attune: 1D4 SAN to bond with the artifact.
- Maintenance: The wearer develops an obsession with “Truth,” leading to social penalties (Penalty Die on Charm/Persuade) as they become unable to tolerate even polite lies.
Blades in the Dark
Name: The Crimson Justiciar’s Gauntlet Item Type: Arcane Implement / Heavy Armor Load: 2 (Heavy) Tier: III (Legendary Quality)
Description: A dragon-scale gauntlet bound with spirit-thread. It glows with the heat of a volcano and hums when judgment is near.
Abilities:
- Armor: Counts as Armor (protects against physical harm).
- Lie Detector: You gain Potency on Study or Insight actions to detect deception. The thread vibrates, giving you a supernatural read on the target’s intent.
- The Inquisitor’s Stance: You may Push Yourself (2 Stress) to become immovable for a scene. You ignore the “Knockdown” or “Forced Movement” consequences.
- Roar of Revelation: You can unleash a blast of holy fire and sound. This counts as a Wreck or Command action with Great Effect against supernatural entities or terrified NPCs.
- Holy Ward: You can Resist magical or curse-based consequences by rolling Resolve. The gauntlet absorbs the curse, glowing white-hot.
Drawback: Zealotry. The gauntlet demands absolute truth. If you lie or allow a lie to pass unchallenged while wearing it, you take 1 Stress immediately.
Dungeons & Dragons (5th Edition / 2024 Rules)
Name: Vambrace of the Crimson Judge Type: Wondrous Item, Legendary (Requires Attunement by a Paladin or Cleric) Slot: Arm (Counts as a Shield +2)
Armor Class: +2 bonus to AC (stacks with armor, but not shields). Hit Points: 90 (Indestructible by non-magical means).
Properties:
- Divine Resolution: You are Immune to the Frightened and Charmed conditions. You have Advantage on saving throws against Curses and Possession.
- Truth-Seeker: You have Truesight out to 15 feet. You instantly know if a creature you can hear is speaking a deliberate lie.
- Aura of the Burning Saint: You emit a 10-foot aura of holy heat. Undead and Fiends that start their turn in the aura take 1d6 Radiant damage and have Disadvantage on attack rolls against you.
Active Abilities (Charges: 5, Regains 1d4+1 at Dawn):
- Roar of Revelation (2 Charges): As an Action, you unleash a 30-foot cone of holy fire and thunder. Each creature in the area must make a DC 19 Wisdom saving throw. On a failure, a creature takes 4d8 Radiant and 4d8 Thunder damage and is Stunned until the end of your next turn. While Stunned, they must answer any question asked of them truthfully (as per Zone of Truth). On a success, they take half damage and are not Stunned.
- Sanctuary of the Weighed Soul (1 Charge): Reaction. Trigger: You or an ally within 30 feet is hit by an attack. Effect: A shield of hard light appears. The target gains Resistance to all damage from the triggering attack and a +5 bonus to AC until the start of your next turn. If the attacker is an Undead or Fiend, it takes 4d6 Psychic damage.
- Inquisitor’s Stance (1 Charge): Bonus Action. For 1 minute, you cannot be moved against your will or knocked Prone. You gain 20 Temporary Hit Points, and your melee weapon attacks deal an extra 1d8 Fire damage.
Knave (1st & 2nd Edition Compatible)
Name: The Gauntlet of the Law Slots: 2 (Bulky item) Quality: 15 (Legendary durability)
Traits:
- Bonus: Grants Advantage on Wisdom (Willpower) and Charisma (Intimidation) saves.
- Truth-Thread: The thread wrapped around your finger tightens when a lie is spoken nearby.
Powers (Costs 1 Item Quality per use):
- Roar: A cone of noise and light. Enemies must Save vs. Constitution or drop their weapons and be deafened for 1 round.
- Shield: Reaction. Negate one magical or physical attack against you or an adjacent ally.
- Stand Fast: For one combat turn, you are immovable and take half damage from all sources.
- Exorcise: Touch a possessed creature or cursed object. The entity/curse must Save vs. Spirit (DC 15) or be banished/broken.
System Note: In Knave, the “Truth-Thread” is a powerful narrative tool. The Referee should use it to guide the players through social encounters, but the player must be warned that the tightening thread causes 1 damage if the lie is particularly heinous.
Fate (Core / Condensed)
Unique Name: Vambrace of the Crimson Judge Type: Extra (Artifact) Permissions: Requires a High Concept related to Law, Justice, or Divine Judgment. Cost: 4 Refresh
Aspects:
- High Concept: Dragon-Forged Gauntlet of Absolute Verdict
- Trouble: The Truth Burns Hotter Than Fire
- Item Aspect: Unbreaking Thread of the Weighing Spindle
Description: A heavy crimson gauntlet set with a blinding crystal and wrapped in a thread that vibrates when lies are spoken. It enforces truth through divine authority and dragon fire.
Stunts:
- The Unshakeable Verdict: You are immune to the Terrified or Horrified aspects. You gain +2 to Will when defending against social or magical intimidation.
- Thread of Absolute Measure: You gain +2 to Empathy when determining if someone is lying. If you succeed with style on an Empathy check to detect deception, you can place the aspect Caught in a Lie on the target with a free invoke.
- Roar of Revelation: Once per scene, you can make a Provoke attack against all enemies in your zone (Zone Attack). If the attack succeeds, in addition to stress, targets cannot create advantages based on deception or stealth for the rest of the scene.
- Sanctuary of the Weighed Soul: When you or an adjacent ally take physical or magical stress, you may spend a Fate Point to reduce the stress taken by 4. If the attacker has the aspect Corrupt, Evil, or Villain, they take 1 shift of Mental Stress as backlash.
Stress Track: Divine Charge: [1] [2] [3]. Mark a box to power Inquisitor’s Stance (Gain Armor:2 and immunity to forced movement for one exchange). Clears at a Major Milestone.
Numenera & Cypher System
Unique Name: The Crimson Verdict (Artifact) Level: 9 Form: A massive gauntlet of red synth-steel and warm crystal, threaded with a hyper-sensitive mono-filament. Depletion: 1 in 1d20
Passive Effects:
- Truth Sensor: The user is trained in Truth-Seeing. The difficulty of discerning a lie is reduced by two steps.
- Psychic Shielding: The user is specialized in Defense tasks against Intimidation and Fear effects.
- Thermal Aura: Enemies within Immediate range take 2 points of ambient heat damage per round.
Activated Abilities (Action):
- Judgement Roar (Cost: 6 Might): The user releases a cone of sonic and thermal energy. All targets within Short range must make a Speed defense roll or take 9 points of damage and be moved one step down the Damage Track (e.g., Impaired).
- Inquisitor’s Stance (Cost: 4 Might): For one minute, the user cannot be moved against their will. They gain +2 Armor and +2 to all Might-based attack rolls.
- Reflective Ward (Cost: 5 Intellect): Reaction. When attacked, the user creates a shield of hard light. They gain an Asset to Speed defense for that attack. If the attacker fails, they take 4 points of Intellect damage (mental backlash).
Artifact Quirk: The crystal on the wrist glows blindingly white whenever the user speaks. If the user lies, the gauntlet heats up, dealing 1 point of damage to the user.
Pathfinder (2nd Edition Remaster)
Unique Name: Vambrace of the Crimson Judge Item Level: 18 Price: 21,000 gp Usage: Worn (Arm); Bulk: 1 Traits: Unique, Artifact, Magical, Divine, Fire, Sonic, Revelation, Holy.
Description: This heavy bracer acts as a +3 Major Resilient shield (providing a +3 item bonus to AC when raised, and saving throw bonuses). It can be used as a Shield Boss for attacks (1d6 Bludgeoning + 1d6 Fire).
Passive Benefits:
- Truesight: You constantly benefit from the Truesight spell (4th rank) within 15 feet.
- Fear Immunity: You are immune to the Frightened condition.
- Aura: Enemies ending their turn within 10 feet of you take 2d6 Fire damage (if Undead or Fiend, this is Spirit damage).
Activate—Roar of Revelation [two-actions] (Sonic, Fire, Holy, Auditory): Frequency: Once per hour. Effect: You unleash a 30-foot cone of judgment. Creatures in the area take 8d6 Fire and 8d6 Sonic damage (DC 40 Basic Fortitude save).
- Failure: The creature is Stunned 1.
- Critical Failure: The creature is Stunned 3 and cannot speak a deliberate lie for 1 minute.
Activate—Sanctuary of the Weighed Soul [reaction] (Abjuration, Force): Trigger: You or an ally within 30 feet is hit by an attack. Effect: The thread spins a barrier. The target gains Resistance 20 to all damage from the triggering attack. If the attacker is unholy/evil, they take 4d6 Spirit damage.
Activate—Inquisitor’s Stance [one-action] (Stance, Divine): Frequency: Once per day. Effect: You root yourself in truth. You gain 40 Temporary HP. You cannot be Shoved or Tripped. Your melee Strikes deal an additional 1d6 Spirit damage. This lasts for 1 minute.
Savage Worlds (Adventure Edition)
Unique Name: Vambrace of the Crimson Judge (Relic) Type: Legendary Armor/Shield Weight: 4 lbs
Description: A dragon-scale vambrace bound with wool thread. It glows with the heat of a star. Counts as a Medium Shield (+2 Parry, -2 Cover).
Powers: The Relic has 25 Power Points (PP) that recharge at a rate of 5 per hour. The wearer uses Spirit or Faith to activate powers.
- Havoc: (4 PP) Roar of Revelation. Trapping: A shout of holy fire. Cone Template. Targets must check Strength or be knocked back and Distracted. Damage: 2d6 (Fire/Holy).
- Deflection: (3 PP) Sanctuary. Trapping: Scales of hard light. Focus: Self or Ally (Range Smarts). -4 to be hit.
- Warrior’s Gift: (4 PP) Inquisitor’s Stance. Trapping: Glowing aura. Grants the Nerves of Steel and Improved Sweep edges.
- Detect Arcana: (1 PP) Thread of Measure. Trapping: The thread vibrates. Detects magic and lies (opposed Spirit check vs target’s Spirit to detect a lie).
Relic Abilities:
- Judge’s Will (Passive): The wearer gains the Fearless Edge and +2 to Spirit rolls to resist magic.
- Searing Aura (Passive): Any enemy attacking the wearer with a melee attack suffers 2d4 Fire damage (Automatic).
- Hindrance (Major): Vow of Truth. The wearer cannot speak a lie. If they attempt to deceive, the Vambrace burns them (Fatigue) and powers down for the scene.
Shadowrun (Sixth World Edition)
Unique Name: The Crimson Verdict (Unique Focus) Category: Magical Equipment (Qi Focus / Weapon Focus) Rating: Force 9 Availability: 28F (Unique) Cost: N/A (Priceless / Karma Bond 150)
Description: A heavy vambrace of Awakened red orichalcum alloy that feels physically hot to the touch. It is bound with a spirit-thread that pulses when a lie is spoken in the user’s presence. It is Dual-Natured.
Game Stats:
- Armor Bonus: +3 Defense Rating.
- Unarmed Combat: If used to block or strike, it counts as a Weapon Focus (Club) with Damage (STR + 3)P (Fire).
- Wireless: None. The device is purely magical.
Powers (Requires Bonding):
- Thread of Absolute Measure (Passive): The user gains the Motion Sense and Truth Analysis Adept powers at a rating equal to the Focus Rating (9). The user receives a tactile warning (constriction) whenever a sentient being within Magic x 2 meters speaks a deliberate untruth.
- Roar of Revelation (Major Action): Cost: 2 Edge. The user unleashes a shout amplified by the crystal. This acts as a Powerball spell (Force 9) combined with a Sonic Blast. Damage is Physical. Targets taking damage must resist a Compulsion effect (Force 9) to answer the next question truthfully.
- Sanctuary of the Weighed Soul (Interrupt Action): Cost: 1 Edge. Trigger: An ally within Magic meters is attacked. The user rolls Magic + Counterspelling. The hits act as a physical barrier (Armor) against the incoming attack. If the attacker is a Spirit or Dual-Natured entity, they take Stun damage equal to the net hits.
- Inquisitor’s Stance (Minor Action): The user grounds themselves. They gain the Rooted quality and +4 dice to resist Knockdown or Reposition maneuvers for (Magic) Combat Turns.
Drawback: Burning Truth. The focus overheats if the user lies. For every untruth spoken by the user while the focus is active, they resist 4P (Fire) damage (Unsoakable).
Starfinder (1st Edition)
Unique Name: Vambrace of the Crimson Judge Level: 18 Hybrid Item (Magic, Tech) Price: 385,000 Credits Bulk: 1 Capacity: 80 (Uses Charges); Usage: See below
Description: A jagged, crimson-scale gauntlet utilizing advanced sonic projection and ancient divine magic. It functions as a riot shield and a holy symbol.
Passive Properties:
- Judicial Sensor: You gain a +5 insight bonus to Sense Motive. You can cast Discern Lies as a spell-like ability at will (DC 26).
- Divine Aura: You are immune to the Frightened and Panicked conditions. Undead within 20 feet take 2d6 Fire damage at the start of their turn.
Activated Abilities:
- Revelation Roar (10 Charges): As a Standard action, you unleash a 30-foot cone of sonic energy. Creatures in the cone take 10d8 Fire/Sonic damage and are Stunned for 1 round (Reflex DC 26 half/negate stun).
- Shield of the Saint (5 Charges): Reaction. Trigger: You or an adjacent ally is hit by an attack. Effect: You project a hard-light barrier. The target gains 30 Temporary Hit Points and DR 15/- against the triggering attack.
- Inquisitor’s Protocol (10 Charges): As a Move action, you activate the vambrace’s stabilizers. For 1 minute, you gain a +4 enhancement bonus to KAC against combat maneuvers (Bull Rush, Trip, Reposition) and your melee attacks deal an additional 2d6 Fire damage.
Traveller (Mongoose 2nd Edition)
Unique Name: The Adjudicator’s Arm Tech Level: 16 (Ancients/High-Stellar Artifact) Mass: 2 kg Cost: MCr 50 (Estimated)
Description: A forearm unit made of bonded super-dense alloy with a crimson energetic coating. The internal sensors utilize psionic resonance to detect neural stress patterns (lying).
Traits:
- Protection: +8 Armor (stacks with worn armor).
- Psionic Interface: Requires PSI 9+ to operate fully.
- Scanner: Integrated neural-stress analyzer (Truth Detector). Grants DM+4 to Investigate/Admin checks during interrogation.
Functions:
- Sonic Decree (Significant Action): Projects a focused sonic wave. Cone range 15m. Damage 5D (Stun). Targets must make an END check (10+) or be knocked Prone and Deafened.
- Force-Ward (Reaction): The unit generates a localized Psionic Shield. It negates the first 40 points of damage from any Energy or Kinetic attack directed at the user or an adjacent ally. Requires 1 Combat Round to recharge after triggering.
- Grav-Anchor (Minor Action): Engages inertial dampeners. The user becomes immovable by normal physical means (STR check 14+ to move). Melee attacks gain DM+2 damage due to the anchored leverage.
- Truth-Pulse (Free Action): The thread-interface tightens if a sophont within Close range lies. This is a passive scanner function.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: The Vambrace of Sigmar’s Verdict Type: Unique Magical Plate Armour (Arm) Encumbrance: 2 Availability: Exotic (Unique)
Qualities: Impenetrable, Magical, Durable
Lore: A relic forged in the fires of Karaz-a-Karak and blessed by the High Theogonist. It glows with the red heat of judgment.
Magical Properties:
- The Unblinking Eye (Passive): The wearer gains +20 to Intuition Tests. The wearer automatically passes Cool Tests to resist Fear or Terror caused by Daemons or Undead.
- The Roar of Scripture (Active): Action. The wearer shouts a prayer of judgment. All enemies in a Cone template must test Endurance (-20). Failure inflicts 1d10+WB Wounds (ignores Armour) and the Stunned Condition.
- Sanctuary (Reaction): The wearer can spend 1 Fortune Point to interrupt an attack against themselves or an ally. The attack is automatically blocked by a shield of white fire. If the attacker is Undead or Chaotic, they suffer 1d10 Wounds.
- The Thread of Guilt (Active): Action. The wearer points the vambrace at a target. Contested Willpower Test. If the wearer wins, they know if the target has spoken a lie in the last hour.
The Cost: The Weight of Law. The wearer cannot retreat. If the wearer flees from combat or breaks a sworn oath, the Vambrace tightens, inflicting a Critical Wound to the arm (Crushed Bone) instantly.
