Lore: This amulet is a unique fusion of two philosophies. It was created by the storm-philosopher Haojin of the Rain Bell, who, in his lonely travels, sought to create a charm that embodied his teachings. He took the principles of “harmonious accompaniment” from a brujera he met and merged them with his own “acceptance of the storm.” He believed that true companionship was not just a comforting presence, but a shared, unshakeable calm in the face of chaos. This totem is infused with both a kindred, supportive spirit and the quiet, immovable focus of the storm’s eye.
Description: This is a single amulet. The totem is a hand-carved animal, fashioned from dark, storm-tossed bamboo that feels unnaturally smooth and heavy. It is wrapped in enchanted leather strips, but the strips are intricately etched with two sets of symbols: minuscule symbols of unity and companionship, overlaid with runes of blowing wind and a calm, central eye. The amulet is warm to the touch and emits a faint, soft whisper that sounds like a comforting voice and distant, gentle rain.
Stats: Slot: Amulet (1 slot) Weight: 0.5 lbs Rarity: Rare Tier: 2
Tags: Amulet, Brujería, Social, Mind’s Eye, Clarity, Calm Focus, Battle Discipline, Inner Acceptance, Storm-Philosophy, Willpower, Tier 2, Merged, Singular, Emotional Resilience, Mind-Shielding, Hybrid Magic, Mental Fortitude, Sentient Item, Dual-Magic, Totem, Focus, Social Tool, Emotional Armor
Multiple Passives Magic
- Harmonious Presence: The wearer constantly feels a warm, comforting presence. This emotional armor grants a +1 morale boost to all saving throws against being charmed or frightened.
- Storm’s Clarity: The amulet’s connection to the “calm eye” passively sharpens the wearer’s mind. The wearer gains a +2 bonus to all Insight and Perception (Situational Awareness) checks.
Multiple Active Magics
- Voice of the Companion: (Use Mind’s Eye) As an action, the wearer can activate the amulet’s “social” aspect for one hour. The amulet’s whispers become clear, offering encouragement and advice. The wearer gains a +2 bonus to all social interaction checks (Persuasion, Intimidation, Deception).
- Acceptance of the Storm (1/day): As an action (requiring a calm breath for 3 seconds), the wearer can activate the amulet’s “storm” aspect. For 10 minutes, they are filled with a profound sense of calm focus, becoming the “eye of the storm.” During this time, they are immune to being Panicked or Disoriented and gain advantage on all Reaction-based Defense checks.
Specific Slot: Worn Item (Neck)
Item Hit Points (IHP)
The Amulet of the Storm’s Companion 843, as a unique Tier 2 artifact, possesses its own pool of magical integrity, referred to as Item Hit Points (IHP). This pool represents the item’s durability against targeted attacks meant to sunder or disable its magic.
This amulet has 20 IHP (a baseline of 10 x its Tier Level).
If an attacker specifically targets the amulet and reduces its IHP to 0, the fusion of the two philosophies breaks. The hand-carved bamboo totem will crack, the enchanted leather strips will fray, and the warm, whispering hum will cease. All magical properties are disabled: the passive bonuses (+1 vs. charm/fright, +2 Insight/Perception) and both active abilities (Voice of the Companion and Acceptance of the Storm) will no longer function. The item becomes an inert, broken piece of jewelry.
Item Repair
Repairing the Amulet of the Storm’s Companion 843 requires a specialist who can mend the two distinct, fused philosophies: the social, external magic of “companionship” (Brujería) and the insular, internal magic of “calm acceptance” (Storm Philosophy).
- Seek Specialized Knowledge: The amulet must be brought to an artisan who understands both emotional/social magic and elemental/philosophical enchantment. This would likely be a Brujera who has studied storm magic, or a Storm-Philosopher who has studied the magic of social bonds.
- Gather Reagents: The artisan will require components to re-awaken and re-harmonize both magical aspects.
- For the Brujería side: 1x Vial of Infused Oil (containing lavender and sage) to re-soothe the companion spirit.
- For the Storm side: 1x drop of “Storm Water” (water collected during a thunderstorm) to re-awaken the “eye of the storm.”
- Perform the Ritual: The artisan must perform a 10-minute ritual (similar to ritual attunement). This involves carefully applying the Infused Oil to the totem’s leather straps to calm the “companion” aspect, while simultaneously using the Storm Water to trace the wind-runes on the bamboo. This re-balances the item, reminding the “companion” spirit how to be “calm,” and the “storm” aspect how to be a “companion.” This restores the item to its full 20 IHP.
The Amulet of the Storm’s Companion 843 is a unique, Tier 2 artifact. It is not just a magical item but a fused, philosophical tool. It is the only one of its kind, created by the legendary storm-philosopher Haojin. It would not be found in a common magic shop or bazaar. Its value lies in its unparalleled ability to grant both social dominance and unshakeable mental fortitude. It would be sought by diplomats, spymasters, leaders, and high-ranking philosophers.
Here are the types of “shops” where this singular item might be bought or sold:
1. The Eye of the Storm Sanctum
- Location: A remote, storm-lashed coastal monastery or a hidden, quiet archive within a great library, dedicated to the teachings of Haojin of the Rain Bell.
- Description: This “shop” is a place of serene contemplation, smelling of sea salt, rain, and ancient bamboo scrolls. It is run by the head abbot or a master philosopher who recognizes the amulet as a sacred relic of their founder, Haojin. The amulet would be displayed on a simple, water-smoothed stone, not for sale, but for reverence.
- Cost: Not for sale. The monks would consider selling this relic an act of profound sacrilege. It is literally the physical manifestation of their founder’s “Great Merging” of philosophies.
- How to Buy/Sell:
- To Buy: It is impossible to buy with gold. A character would have to earn it. The monks might bestow it upon a character who has performed a legendary service for their order, or who has demonstrated a perfect, innate understanding of their philosophy.
- To Sell: The monks would be horrified to see this item being “sold.” They would have no gold to offer. Instead, they would plead for the item’s “return,” offering their order’s services, a unique, non-material blessing, or access to their most secret, hidden lore as a “reward” for bringing their founder’s heart back home.
2. The Gilded Tongue
- Location: An exclusive, high-end outfitter in the noble quarter of a political capital.
- Description: This shop is luxurious, silent, and opulent, smelling of rich, oiled wood and expensive, rare perfumes. The proprietor is an impeccably dressed, silver-tongued individual who provides tools for politicians, diplomats, and nobles. They sell “presence” and “influence” in the form of magical signet rings, enchanted cloaks, and, of course, this amulet.
- Cost: 3,000 Gold Pieces. The proprietor understands its immense value in the “great game.” The ability to be +2 more charming or intimidating while also being immune to panic in a crisis (like a sudden coup or assassination attempt) is the ultimate tool for a political leader.
- How to Buy/Sell:
- To Buy: The buyer must have an invitation or an established name. The proprietor would describe the amulet in terms of its social utility: “It allows one to be the calm, charming center of any storm, whether that storm is a crashing sea or a difficult negotiation.”
- To Sell: The proprietor would be a master negotiator. They would instantly recognize the amulet’s power and try to acquire it, perhaps offering 2,200 Gold while eloquently explaining that its “philosophical” nature makes it a “niche” item, all while knowing it’s a priceless artifact of social domination.
3. The Whispering Gallery (Spymaster’s Exchange)
- Location: A hidden, magically-obscured back room, perhaps disguised as a high-end tailor’s shop or a map-maker’s study.
- Description: A sound-proofed room filled with items of infiltration, deception, and information. The proprietor is an enigmatic figure (perhaps a gestalt-mind or a Zaf-Amra) who deals only in tools of espionage. The amulet would be kept in a warded box, its “personality” hidden.
- Cost: 3,500 Gold Pieces, or a “Favor of State.” This proprietor values the item’s active abilities above all else. A spy who can be +2 to all social checks (to lie, charm, or intimidate) and also be immune to panic and have advantage on reaction defense when a mission goes wrong… such a tool is worth a king’s ransom.
- How to Buy/Sell:
- To Buy: The transaction would be tense and likely non-verbal, conducted with written notes or telepathy. The buyer must be a known agent or bring an astronomical sum.
- To Sell: This is the most dangerous place to sell. The proprietor would offer a high price in gold (2,500) but would also see the seller as a person of immense capability (for finding such an item). They would attempt to gather information on the seller, perhaps offering them a “job” or marking them as a future threat to be monitored.
The Amulet of the Storm’s Companion 843 is a powerful, subtle, and unique artifact. Its “offensive” and “defensive” capabilities are almost entirely psychological, mental, and social. It is a tool for a leader, a diplomat, or a spy—anyone who must remain the calm, collected center of a chaotic situation.
The wearer would roleplay this as having a “secret friend.” They constantly feel the amulet’s warmth and hear its faint, encouraging whispers, which sound like a mix of a kind voice and gentle rain.
In an Urban or Social Environment
(e.g., a noble’s court, a tense negotiation, a criminal safehouse)
- Offensive Roleplay: This is the amulet’s primary offensive theater: social domination.
- Scenario: The wearer is in a tense negotiation, and the opposing merchant (or guild leader) is trying to use anger and intimidation to control the room.
- Roleplay: The merchant is yelling. The wearer activates Voice of the Companion. Their roleplay is one of supernatural, disarming calm. They don’t raise their voice. They lean forward and, with the +2 social bonus, their quiet, clear voice cuts through the shouting.
- “Your anger is… understandable. But it is also useless.” The amulet’s whispers (inaudible to others) are feeding them advice, “He’s bluffing. Look at his left eye. Ask him about the… Crimson Pearl shipment.” The wearer’s “offense” is a surgical, calm, and insightful dismantling of their opponent, making the opponent’s anger look foolish and desperate.
- Defensive Roleplay:
- Scenario: A rival noble attempts to use a magical charm or a “Fear” effect to cow the wearer in court.
- Roleplay: The wearer feels the hostile magic. Their Passive +1 save is the companion aspect, a warm, protective “hug” for their mind. They smile calmly. “Your words are wind, and I am the eye of the storm.”
- Scenario: An assassin bursts from an alley, or a magistrate’s meeting turns into a sudden brawl.
- Roleplay: Everyone else panics. The wearer doesn’t. They take a 3-second, calm breath and activate Acceptance of the Storm. Their roleplay is one of instant, preternatural clarity. The +2 Passive Insight spots the second attacker on the roof, and the Active immunity to panic lets them act. Their defense is tactical perfection, calling out, “Dagger, on the roof!” and using their Active advantage on reaction defense to flawlessly sidestep the first attacker’s blade.
In a Dungeon or Ancient Ruin
(e.g., a collapsing tomb, a monster’s lair)
- Offensive Roleplay:
- Scenario: The party confronts the lair’s master—a wailing ghost, a raging beast, or an arrogant cult leader.
- Roleplay: The wearer is the “face.” They activate Voice of the Companion and step forward. Their +2 social bonus is used not for negotiation, but for pure, calm intimidation.
- “We are not afraid of your wailing. We are not impressed by your rage.” (To the ghost). “The whisper in my ear… it’s a friend who has seen far worse than you. Tell us what we need, or we will bring the true storm to this place.” This is an offense against the enemy’s morale.
- Defensive Roleplay:
- Scenario: The party is in a chamber filled with chaotic, overlapping magical traps, spinning blades, and screaming, illusory phantoms.
- Roleplay: This is the exact purpose of Acceptance of the Storm. The wearer activates it. Their roleplay is one of sensory filtering. “It’s all… noise. The blades are just a pattern. The screams are not real.” The Passive +2 Perception and Active immunity to panic/disorientation make them the perfect guide. They calmly walk the party through the chaos, “Wait. Now. Step left. Ignore the ghost. That blade is on a 3-second delay. Go.” They are defending the entire party through their own, absolute calm.
On a Chaotic Battlefield or in a Natural Disaster
(e.g., a city under siege, a ship in a typhoon)
- Offensive Roleplay:
- Scenario: The city guard is breaking, their morale shattered by the screaming of the enemy and the explosions.
- Roleplay: The wearer’s “offense” is leadership. They stand on the parapet, activating both abilities at once. Acceptance of the Storm makes them immune to the chaos, a pillar of calm. Voice of the Companion gives their voice a +2 to the social check (Leadership/Rally).
- They don’t just “roll to rally.” They roleplay it. Their voice cuts through the din, “Look at me! I am not afraid! The storm is here, and we are the eye! Hold the line!” Their supernatural, unshakeable calm is more inspiring than any false bravado.
- Defensive Roleplay:
- Scenario: An explosion or a magical blast throws the wearer and their party.
- Roleplay: The wearer is the first one up. Their allies are Disoriented. The wearer is immune. They are the anchor. Their Passive +1 vs. Fright is the companion whispering, “It’s okay, we’re okay.” Their Active immunity is the storm saying, “Get up. The threat is not over.”
- While allies are shaking, the wearer’s Passive +2 Perception is already scanning for the next threat. “Archers, on the east wall!” Their defense is their action. They are the only one who can think clearly, making them the most effective defender on the field.

Perception of Activation:
The Amulet of the Storm’s Companion 843 has two distinct active abilities, each with its own sensory profile.
Activation 1: Voice of the Companion (Social)
This activation is subtle, enhancing the wearer’s social abilities by focusing the amulet’s “companion” spirit.
User’s Perspective
- Sight: The minuscule “symbols of unity” on the enchanted leather strips pulse with a very faint, warm, golden light, almost too dim to see unless you are looking directly at it.
- Sound: The passive whisper of a comforting voice and gentle rain clarifies. The rain sound fades, and the voice becomes a clear, distinct, telepathic whisper in the wearer’s mind, offering words of encouragement, confidence, and advice.
- Smell: The amulet’s faint scent of herbs and infused oils (from its Brujería half) intensifies slightly, becoming a warm, calming aroma of sage and lavender.
- Touch: The amulet grows noticeably warm, like a comforting hand resting on the wearer’s chest.
- Taste: A faint, dry, herbal taste, like sage, manifests at the back of the throat.
- Extra-Sensory (Companion’s Presence): The passive sense of accompaniment becomes a focused, active presence. It feels as if a charismatic, supportive, and invisible ally is standing at the wearer’s shoulder, lending them its confidence.
- Extra-Sensory (Social Insight): The wearer’s social perception sharpens. They can suddenly “read” the room better, noticing the subtle flinch in a guard’s eye, the hidden hesitation in a noble’s voice, or the “emotional weak point” in an argument. This is the source of the +2 social bonus.
Observer’s Perspective
- Sight: Almost nothing. A very keen observer, staring directly at the amulet, might notice the faintest golden thrum from the leather etchings. The user’s eyes may seem to become more focused and insightful.
- Sound: None. The activation is almost perfectly silent.
- Smell: A person standing very close might catch a brief, pleasant whiff of sage.
- Positives: This activation is incredibly stealthy. It can be used in the middle of a tense negotiation or a formal court setting without anyone realizing magic is in play. The user simply appears preternaturally confident, charismatic, or intimidating.
- Negatives: There is no overt display of power. It cannot be used to visually or audibly intimidate a foe with a magical “light show.”
Activation 2: Acceptance of the Storm (Mental Fortitude)
This activation is overt and dramatic, flooding the user with profound calm by invoking the “storm” philosophy.
User’s Perspective
- Sight: The “eye of the storm” rune on the dark bamboo totem flashes with a single, bright, cold, silver-blue light. The user’s vision instantly changes: all chaotic motion (panic, falling debris, enemies charging) appears to slow down, becoming clear, distinct, and predictable.
- Sound: The world’s noise (screaming, explosions, the roar of a storm) is instantly muffled, as if the user were plunged underwater. The only sound that remains clear is the amulet’s passive whisper, which changes from a “comforting voice” to the steady, rhythmic, grounding sound of gentle rain.
- Smell: The air smells sharp, clean, and metallic, like the ozone from a nearby lightning strike or the “smell of snow.”
- Touch: The amulet instantly becomes cold to the touch. The wearer’s own body follows: their racing pulse slows, their shaking hands become steady, and the “heat” of panic vanishes, replaced by a profound, cold stillness.
- Taste: A clean, sharp, mineral taste, like tasting fresh rain or cold stone.
- Extra-Sensory (The Calm Eye): This is the most powerful sensation. All feelings of fear, panic, and disorientation are not gone, but distanced. The wearer feels as if they are in the perfectly calm, silent eye of a raging hurricane. They can see the chaos, but they are not part of it. This is the immunity to Panic/Disorientation.
- Extra-Sensory (Pressure Mapping): The user can “feel” the chaos as a series of pressures and currents. They can sense the intent of the enemy charging from the left, the weight of the ceiling about to collapse, and the path of the incoming arrow. This is the source of the advantage on reaction defense checks.
Observer’s Perspective
- Sight: An observer sees a brilliant, cold, silver-blue light flash from the amulet. The wearer’s entire demeanor transforms in an instant: their panicked expression goes utterly placid, their stance becomes rooted, and their eyes become cold, steady, and analytical.
- Sound: A sharp whoosh of intaken air, as if a vacuum was created and then filled, followed by a dramatic drop in the user’s own “panic” sounds (they stop screaming, their breathing becomes visibly slow and regular).
- Positives: This is an incredible, overt display of power and self-control. It is a beacon of leadership, instantly inspiring allies who see the user become an anchor of calm in the middle of chaos.
- Negatives: This activation is impossible to hide; it is a magical “flare” that announces its use to all. The user’s sudden, profound calm can be deeply unnerving to allies, making the user appear cold, detached, or inhumanly emotionless in a moment of terror.
Rite of the Storm’s Companion
This complex ritual merges a physical, social-magic amulet with a discipline of pure, mental-fortitude magic. The process involves deconstructing the original amulet, creating a new “eye of the storm” totem, and then re-binding the “companion” spirit to this new, calm-focused core.
Items Merged
- 1x Brujería 63 of Harmonious Accompaniment (Tier 1)
- The spell knowledge of Acceptance of the Storm 299 (The crafter must know this spell)
Additional Materials Needed
- 1x Stalk of “Storm-Tossed” Bamboo: A piece of mature bamboo harvested from a grove during an active, raging thunderstorm. This will form the new totem.
- 1x Vial of Storm Water: Water collected during the same thunderstorm. This will be used as a runic ink.
- 1x Vial of Infused Oil: (Lavender and Sage, as per the original Brujería recipe). This is needed to re-sanctify the leather strips.
- 1x Spool of Silver-Weave Thread: A magically conductive thread needed to bind the new runes.
Tools Required
- Enchanting Altar: A stable, warded surface to handle the two conflicting magical types (Social-Warmth vs. Mental-Cold).
- Masterwork Woodcarving Kit: To carve the new, intricate totem from the dense, storm-tossed bamboo.
- Arcane Scribe’s Needle: A needle fine enough to etch runes onto leather and channel magical ink.
- Ritual Bowl: To hold and sanctify the Storm Water.
Skill Requirements
- Arcane Enchanting: To manage the volatile fusion of two opposed magical philosophies (one external/social, one internal/elemental).
- Brujería Proficiency (or Social Magic): To safely handle and transfer the “companion” spirit from the original totem.
- Storm Philosophy: The crafter must know the spell “Acceptance of the Storm 299” to imbue the amulet with its power.
- Masterwork Woodcarving: To successfully carve the new totem from the difficult, magically-charged bamboo.
Crafting Steps
- Deconstruct the Companion: The Brujería 63 amulet is carefully taken apart. The enchanted leather strips (which hold the “companion” spirit) are unwrapped and set aside. The original elderwood totem is discarded; its magic is too simple for the fusion.
- Carve the Storm’s Eye: The crafter takes the Storm-Tossed Bamboo and, using the Woodcarving Kit, carves it into the exact same animal shape as the original totem. This new totem feels heavy and still, humming with the energy of the storm it endured.
- Imbue the Core: The crafter places the new bamboo totem on the Altar and casts Acceptance of the Storm 299 into it, not onto themselves. This imbues the totem with the “calm eye” philosophy, making it the amulet’s new, stable core.
- Re-sanctify the Strips: The original enchanted leather strips are soaked in the Infused Oil, cleansing them and refreshing their “companion” magic.
- Etch the Fusion: This is the most delicate step. The crafter takes the re-sanctified leather strips and, using the Arcane Scribe’s Needle dipped in Storm Water, meticulously etches the runes of the storm (blowing wind, the calm central eye) over the original, faint symbols of unity.
- The Final Binding: The crafter wraps the newly etched, dual-magic leather strips around the storm-imbued bamboo totem. Using the Silver-Weave Thread, they bind the strips in place. As they do, they must channel both magics at once—the warm, social spirit of the companion and the cold, calm focus of the storm. The amulet will flash once, and the faint whisper of a voice and gentle rain will begin, signaling the two magics have successfully merged into the Amulet of the Storm’s Companion 843.
Warm Eye in Loud Wind
In the before-time, when the world was… not… set, there were two magics.
One… was the heart-magic. It was… warm. It was… soft. It was… a hand to hold in the dark. A… brujera… a magic-woman… she knew this. She was… alone. But she… hated… aloneness. So she… make… a friend. She carve… a wood-animal. She wrap… it… in… skin-strips. She whisper… companion… unity… friend. It was a… warm… totem. It whisper back. It say… “You are… not… alone.” It was the… Harmonious Accompaniment. The… warm-hand-magic.
The… other… magic… was the mind-magic. It was… cold. It was… still. It was… standing… in the… wind. A man… a… philosopher… Haojin… he knew this. He was… alone. And he… loved… aloneness. He… find… the… quiet… inside… the… loud. He… like… the storm. It… make… him… clear. He… say… “Do not… fight… the storm. Breathe… the storm. Be… the… eye.” It was the… Acceptance of the Storm. The… cold-mind-magic.
The… magic-woman… she… see… the… storm-man. She say… “You are… cold. You… have… no… heart. Your… calm… is… empty.” The… storm-man… he… see… the… magic-woman. He say… “You are… weak. You… have… no… spine. Your… warmth… is… a… lie… to… hide… from… the… truth.” They… did not… like… each other.
Then… the… big… chaos… come. It was… not… a… storm of… rain. It was… a… storm of… madness. A… screaming-wind… of… fear. It… come… from… a… bad-place. It… blow… over… the… villages. The people… they… hear… it. And they… break. They… run. They… shout. They… forget… their… names. They… are… lost… in… panic.
The… magic-woman… she… run… to… them. She… hold… her… warm-totem. “Be… calm!” she say. “You… are… not… alone! I… am… here!” But… the… screaming-wind… it… is… too loud. Her… little… whisper… is… eaten. The… totem… is… warm. But… the… wind… is… too cold. Her… magic… it… fails. The people… they… do not… see… her. They… are… lost.
The… storm-man… Haojin… he… stand… in… the… village. He… take… his… breath. He… accept… the… storm. He… become… the… eye. He… is… calm. He… is… still. The… screaming-wind… it… does not… touch… him. His… mind… is… clear. He… see… everything. He… see… the… people… go… mad. He… see… them… run… into… the… sea. He… see… them… break… their… own… homes. He… is… calm. But… his… calm… is… alone. It… cannot… reach… them. He… is… an… island. He… is… a… rock. And… the… people… they… drown… around… him. His… magic… it… also… fails.
He… see… the… magic-woman. She… is… crying. She… is… afraid. Her… warm-magic… is… broken. She… see… him. He… is… calm. But… he… is… empty.
He… walk… to… her. “My… calm… it… saves… no one,” he say. She… look… at… him. “My… heart… it… saves… no one,” she say.
Then… she… look… at… his… storm-bamboo… staff. She… look… at… her… warm-totem. “Your… mind… is… a… stone,” she say. “My… heart… is… a… leaf. …What if… we… tie… the… leaf… to… the… stone?”
He… understand. It… is… a… new… philosophy. He… take… her… totem. It… is… shaking… with… her… fear. He… break… it. He… take… the… leather… strips. She… take… his… storm-bamboo. She… carve… a… new… totem. An… animal. But… from… the… hard… storm-wood. He… take… her… leather… strips. He… etch… his… storm-runes… on… them. The… rune… for… wind. The… rune… for… the… calm-eye. She… take… her… warm… oil. Her… companion-oil. She… bless… his… storm-runes.
They… wrap… the… new… strips… on… the… new… totem. The… strips… they… are… warm… (from her). The… totem… it… is… still… (from him).
The… amulet… it… is… born. It… hums. It… is… warm… to… the… touch. But… the… whisper… it… is… different. It… is… not… the… magic-woman’s… whisper (“You are… not… alone…”). It… is… not… the… storm-man’s… thought (“Be… calm…”). It… is… a… new… whisper. It… say… “We… are… calm… together.“
The… screaming-wind… of… madness… it… howls. The… brujera… she… take… the… Storm-Man’s… hand. She… hold… the… amulet… up. She… breathe… his… calm. He… feel… her… warmth.
She… speak… to… the… people. Her… voice… it… has… the… +2… bonus. It… is… not… just… kind. It… is… calm-strength. He… stand… by… her. He… is… not… just… an… island. He… is… an… anchor. His… calm… it… flows… through… her… voice.
The… people… they… stop. They… hear… her. They… feel… him. The… screaming-wind… it… screams. But… the… amulet… it… hums. A… warm… stillness. The… panic… it… breaks. Like… water… on… a… rock. The… village… it… is… quiet. They… are… saved.
The… man… and… the… woman… they… look… at… the… amulet. It… is… the… Amulet of the Storm’s Companion.
Moral of the Story: Calm… alone… is… just… empty. Heart… alone… is… just… weak. The… only… true… strength… is… the… heart… that… chooses… to… be… calm. The… only… true… calm… is… the… one… you… share.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Amulet of the Storm’s Companion Wondrous Item, Rare (requires attunement)
This amulet is a hand-carved totem of dark, storm-tossed bamboo, wrapped in leather strips etched with symbols of unity and wind. It feels warm to the touch and emits a faint, constant whisper, like a comforting voice and distant, gentle rain.
- Harmonious Presence. While wearing this amulet, you have advantage on saving throws against being charmed or frightened.
- Storm’s Clarity. You gain a +2 bonus to all Wisdom (Insight) and Wisdom (Perception) ability checks.
- Voice of the Companion. As an action, you can activate the amulet’s social magic. For 1 hour, you gain a +2 bonus to all Charisma (Persuasion), Charisma (Intimidation), and Charisma (Deception) checks. This ability cannot be used again until the next dawn.
- Acceptance of the Storm (1/Day). As a bonus action, you can take a calm, 3-second breath to activate the amulet’s storm magic. For 10 minutes, you are immune to the frightened condition. During this duration, when you are subjected to an effect that forces you to make a Dexterity saving throw, you can use your reaction to gain advantage on that save.
Call of Cthulhu (7th Edition)
Totem of the Calm Companion Artifact (Amulet)
A small, heavy bamboo totem wrapped in etched leather. It feels warm and whispers constantly. Attuning to the item for the first time costs 0/1d2 Sanity points as the two spirits—the Companion and the Storm—settle into the bearer’s mind.
- Harmonious Presence (Passive). The bearer’s mind is shielded by a comforting presence. They gain a +10% bonus to all POW rolls made to resist magical influence (such as a Charm spell) or mundane fear (such as from an Intimidate roll).
- Storm’s Clarity (Passive). The bearer’s senses are preternaturally sharp. They gain a +10% bonus to all Psychology and Spot Hidden checks.
- Voice of the Companion (1/day). The bearer can focus the amulet’s social spirit. For the next hour, they gain a +20% bonus to all Charm, Fast Talk, Intimidate, and Persuade checks.
- Acceptance of the Storm (1/day). As a full-round action, the bearer can center themselves. For the next 10 minutes, they are immune to Bouts of Madness (panic, disorientation) from non-Mythos sources (e.g., combat, gunfire, natural disasters). They also gain one bonus die on all Dodge rolls.
Blades in the Dark
The Storm-Eye Totem Occult Item, 1 Load (Worn)
A small, heavy totem of dark bamboo and leather, worn on a cord. It’s warm and hums with two conflicting-yet-harmonious energies: a social, comforting spirit and a cold, silent, focused one.
- Harmonious Presence (Passive). When you Resist a consequence from fear or social manipulation (charm, deception), gain +1d to your roll.
- Storm’s Clarity (Passive). You gain potency on all Survey (perception) and Attune (insight into the ghost field or emotions) rolls.
- Voice of the Companion (1/score). When you activate this (costs 1 Stress), the totem’s companion-spirit guides your words. For the rest of the scene, you gain potency on all Command, Consort, or Sway rolls.
- Acceptance of the Storm (1/score). When you activate this (costs 1 Stress), you become the “eye of the storm” for the scene. You cannot be panicked or disoriented by mundane chaos. You gain potency on all rolls made to react to sudden danger (e.g., Prowl to dodge a blast, Finesse to deflect a blow).
Knave (2nd Edition)
Storm-Eye Totem Wondrous Item (Amulet) Slot: 1 (Neck)
A heavy, dark bamboo totem, carved into an animal shape and wrapped in etched leather. It is warm and whispers like rain.
- Harmonious Presence (Passive). You have advantage on all saving throws made to resist fear or charm effects.
- Storm’s Clarity (Passive). You have advantage on all Wisdom-based ability checks (used for perception and insight).
- Voice of the Companion (1/day). As an action, you focus the amulet’s social spirit. For 1 hour, you gain advantage on all Charisma-based ability checks (used for persuasion, intimidation, and deception).
- Acceptance of the Storm (1/day). As an action, you take a calm breath and activate the amulet’s storm-spirit. For 10 minutes, you are immune to being panicked or disoriented. During this time, you also have advantage on all Dexterity-based saving throws (made to react to danger).
Fate Core
Amulet of the Storm’s Companion Unique Artifact
Aspects:
- We Are Calm Together
- Serene Insight, Charismatic Voice
- A Totem of Bamboo and Leather
Stunts:
- Harmonious Presence: Because the amulet provides a Serene Insight, Charismatic Voice, you gain a +2 bonus to all Will rolls made to defend against fear or charm.
- Storm’s Clarity: Because the amulet provides a Serene Insight, Charismatic Voice, you gain a +2 bonus to all Notice rolls made to perceive hidden details or a person’s true intentions (insight).
- Voice of the Companion: Once per session, you can activate the amulet’s social spirit. For the rest of the scene, you gain a +2 bonus to all social skills (Rapport, Provoke, Deceive).
- Acceptance of the Storm: Once per session, you can activate the amulet’s storm spirit. For the rest of the scene, you are immune to any mental consequences related to panic or disorientation. In addition, you gain a +2 bonus to all Athletics or Acrobatics rolls made to defend against physical danger.
Numenera & Cypher System
Totem of the Storm’s Companion Artifact
Level: 6 Form: A hand-carved animal totem of dark bamboo, wrapped in etched leather straps. It is warm and hums softly. Effect:
- Enabler (Harmonious Presence): You gain an Asset on all Intellect defense rolls made to resist fear or charm.
- Enabler (Storm’s Clarity): You gain an Asset on all tasks related to perception and insight.
- Action (Voice of the Companion): You focus the amulet’s social spirit. For one hour, you gain an Asset on all tasks involving persuasion, intimidation, and deception. (Depletion: 1 on a d20)
- Action (Acceptance of the Storm): You take a calm breath, activating the amulet’s storm spirit. For 10 minutes, you are immune to any effect that would cause panic or disorientation. During this time, all of your Speed defense tasks are eased by one step. (Depletion: Automatic after use)
Pathfinder (2nd Edition)
Amulet of the Storm’s Companion Item 6, Rare Traits: Magical, Invested, Amulet, Abjuration, Enchantment Price: 250 gp Usage: Worn amulet; Bulk: L
This amulet is a totem of dark, heavy bamboo wrapped in leather straps etched with runes of wind and unity. It is warm to the touch and whispers like rain.
- Passive Effects:
- Harmonious Presence: You gain a +1 item bonus to Will saves against emotion effects (this includes fear and charm).
- Storm’s Clarity: You gain a +1 item bonus to all Perception checks and Insight checks.
- Active Abilities:
- Voice of the Companion [One-Action] (Command, Enchantment, Mental)
- Frequency: 1/day
- Effect: For 1 hour, you gain a +2 item bonus to all Deception, Diplomacy, and Intimidation checks.
- Acceptance of the Storm [One-Action] (Command, Abjuration, Mental)
- Frequency: 1/day
- Effect: For 10 minutes, you are immune to the Frightened and Confused conditions. During this time, you also gain a +2 circumstance bonus to your Reflex saves.
- Voice of the Companion [One-Action] (Command, Enchantment, Mental)
Savage Worlds Adventure Edition (SWADE)
Totem of the Storm’s Companion Magical Relic
Rarity: Rare Weight: 0.5
This small, heavy bamboo totem is warm to the touch and hums with a low, comforting, rain-like sound.
- Passive Abilities:
- Harmonious Presence: The wearer gains a +1 bonus to their Spirit rolls to resist fear. They also gain a +2 bonus to all opposed Spirit rolls to resist Tests of Will (such as from charms or social attacks).
- Storm’s Clarity: The wearer gains a +2 bonus to all Notice (perception) and Common Knowledge (insight) rolls.
- Active Abilities (Powers):
- Voice of the Companion (1/day):
- Action: Action
- Duration: 1 hour
- Effect: The wearer activates the amulet’s social spirit, gaining a +2 bonus to all Persuasion, Intimidation, and Taunt rolls for the duration.
- Acceptance of the Storm (1/day):
- Action: Action
- Duration: 10 minutes
- Effect: The wearer becomes a beacon of calm. They are immune to the effects of Fear and the Confusion power. During this time, their mind is clear and their body reactive, granting them a +2 bonus to their Parry.
- Voice of the Companion (1/day):
Shadowrun (6th Edition)
Storm-Eye Totem Magical Focus (Artifact, Rating 4)
This is a small, heavy totem carved from dark, petrified bamboo and wrapped in enchanted leather, worn as a necklace. It’s a unique fusion of a social (Illusion/Manipulation) focus and a mental (Health) focus. It feels warm and whispers almost inaudibly.
- Availability: 18R
- Cost: 60,000 Nuyen
- Attunement (Karma): 8
- Passive (Harmonious Presence): The wearer gains a +1 dice pool bonus on all Composure tests made to resist fear or social/magical manipulation (e.g., Control Thoughts).
- Passive (Storm’s Clarity): The wearer’s senses are preternaturally sharp. They gain a +2 dice pool bonus on all Perception (Situational Awareness) and Judge Intentions tests.
- Active (Voice of the Companion, 1/day): As a Major Action, the wearer can activate the amulet’s social spirit. For 1 hour, they gain a +2 dice pool bonus on all Social Skill tests (e.g., Con, Etiquette, Intimidation, Negotiation).
- Active (Acceptance of the Storm, 1/day): As a Major Action, the wearer takes a calm breath and activates the amulet’s storm-spirit. For 10 minutes, they are immune to the Frightened status effect. During this time, they also gain a +2 dice pool bonus on all Defense tests (e.g., dodging).
Starfinder
Amulet of the Storm’s Companion Hybrid Item Level: 7 Price: 7,100 credits Slot: Neck Bulk: L
This amulet is a totem of dark, magically-treated bamboo wrapped in etched, bio-luminescent leather. It fuses social-enhancement magic with a potent mental-fortitude spell.
- Passive (Harmonious Presence): The wearer gains a +1 morale bonus to Will saves made against charm and fear effects.
- Passive (Storm’s Clarity): The wearer gains a +2 insight bonus on all Perception (Situational Awareness) and Sense Motive (Insight) checks.
- Active (Voice of the Companion, 1/day): As a standard action, the wearer can activate the amulet’s social magic. For 1 hour, they gain a +2 insight bonus on all Bluff, Diplomacy, and Intimidate checks.
- Active (Acceptance of the Storm, 1/day): As a standard action, the wearer takes a calm breath to activate the amulet’s storm magic. For 10 minutes, they are immune to the Frightened and Panicked conditions. During this time, they also gain a +2 insight bonus on all Reflex saves.
Traveller (Mongoose 2nd Edition)
Haojin’s Calm-Totem Ancient Artifact (TL 15+)
A small, heavy amulet of unknown, dark, wood-like material, wrapped in perfectly-preserved, etched leather. It is warm to the touch and seems to absorb chaotic sounds, emitting a faint, whisper-like hum.
- Weight: 0.5 kg
- Cost: 4,000,000+ Cr (Black Market)
- Passive (Harmonious Presence): The wearer’s mind is shielded by a comforting presence. They gain DM+1 to all Willpower checks to resist fear or unwanted social influence (e.g., Deception, Persuade).
- Passive (Storm’s Clarity): The wearer’s senses are preternaturally sharp. They gain DM+1 to all Recon (Perception) and Investigate (Insight) checks.
- Active (Voice of the Companion, 1/day): As an action, the wearer can activate the amulet’s social spirit. For 1 hour, they gain DM+2 on all Persuade, Deception, and Intimidate checks.
- Active (Acceptance of the Storm, 1/day): As an action, the wearer takes a calm breath to activate the amulet’s storm-spirit. For 10 minutes, they are immune to all fear effects (they do not need to make morale checks). During this time, they also gain DM+2 on all checks made to react to danger (such as Athletics (dodge)).
Warhammer Fantasy Roleplay (4th Edition)
Totem of the Companion-Storm Magical Amulet
A hand-carved totem of dark, storm-hardened bamboo, wrapped in leather strips etched with runes of unity and wind. It is a unique fusion of Hysh (light/clarity) and Ghyran (harmony/social) magic.
- Encumbrance: 0
- Availability: Unique
- Cost: 150 GC
- Passive (Harmonious Presence): The wearer’s mind is shielded by a warm, comforting presence. They gain a +10 bonus to all Willpower Tests made to resist Fear and Charm effects.
- Passive (Storm’s Clarity): The wearer’s mind is preternaturally clear. They gain a +10 bonus to all Perception (Awareness) and Intuition (Insight) Tests.
- Active (Voice of the Companion, 1/day): As an action, the wearer can activate the amulet’s social spirit. For 1 hour, they gain a +10 bonus to all Charm, Intimidate, and Gossip Tests.
- Active (Acceptance of the Storm, 1/day): As an action, the wearer takes a calm breath to activate the amulet’s storm-spirit. For 10 minutes, they are immune to the Frightened Condition. During this time, they also gain a +20 bonus to all Dodge Tests.
