- Lore: This item was forged by a disgruntled dwarven smith who was interrupted mid-meal by a series of bureaucratic inspectors. His sheer, unadulterated annoyance seeped into the very metal he was shaping. In Saṃsāra, these items are often found in the possession of middle-managers, overworked guards, and low-tier heroes who are tired of being given “fetch quests.” The item is a manifestation of the feeling that one’s time is being wasted, and it reacts aggressively to anyone or anything that adds to the wearer’s frustration.
- Description: A heavy, dark-iron gorget that fits tightly around the base of the throat. The metal is etched with jagged, overlapping runes that seem to vibrate with a low, angry hum. The surface of the iron is perpetually warm to the touch, and when the wearer becomes truly aggravated, small, glowing red embers spit from the seams of the metal like sparks from a forge. It smells faintly of charcoal and bitter gall.
- Stats:
- Tier: 1
- Slot: Neck Slot
- AC: 2 (Limited to 3 per tier)
- Resilience: 14
- Health Points: 35 (Avatar Max HP + Resilience)
- Skills Gained (While Openly Worn):
- Intimidation (Temporary): +1 point. The wearer radiates an aura of “don’t talk to me,” making people back away instinctively.
- Endurance (Temporary): +1 point. The sheer stubbornness of being annoyed allows the wearer to push through physical discomfort.
- Passive Magics:
- Reactive Friction: Whenever the wearer takes damage from a melee attack, the gorget releases a pulse of heat. The attacker takes 1 point of fire damage as the item “protests” the interruption.
- Short Fuse: If the wearer is targeted by a social manipulation or “Charm” effect, they gain a +2 bonus to their Saving Throw. The item’s inherent irritability makes it difficult for anyone to “sweet-talk” the avatar.
- Unfiltered Breath: The gorget acts as a minor filter against airborne toxins and gases, but it does so by making a loud, wheezing sound that reveals the wearer’s location to anyone within 20 feet.
- Active Magics:
- Exasperated Sigh (Normal Chant): The wearer lets out a heavy, loud sigh. The gorget releases a concussive wave of hot air in a 5-foot radius. All adjacent creatures must succeed on a Strength Saving Throw (DC 14) or be pushed back 5 feet.
- Redline Temper (Reaction): Triggered when the wearer misses an attack. The frustration of the miss fuels the item, granting the wearer a +1 bonus to their next attack roll against that same target.
- Enforced Silence: By gripping the gorget, the wearer can force a target within 10 feet to remain quiet. The target must succeed on a Will Saving Throw (DC 14) or be unable to speak or perform verbal chants for 1 turn.
- Tags:
- Originally made by: The Grumbling Smith, Accessory, Dark-iron, Aggravation, Heat, Concussive, Stubborn, Red-glow, Neck-wrap, Irritable, Heavy, Smoldering, Friction, Pressure, Unyielding, Discord, Blistering, Ominous, Volatile, Grudging, Metallic, Resentful
Acquiring the Seething Scowl
The Item 812 of the Seething Scowl typically enters the world through the hands of those who are perpetually underappreciated. Because it is a Tier 1 common item, it is frequently found in the wake of failed military campaigns or abandoned government outposts where the frustration of the previous occupants was high. It might be obtained as a reward for completing a particularly tedious or irritating task for a minor official, who hands it over as a way to pass their own “bad energy” onto someone else. In some instances, an avatar might find a discarded gorget in a “Discard Pile” outside a forge, thrown away by an apprentice who couldn’t stand the low-level psychic humming any longer.
Commerce and the Markets of Resentment
In the world of Saṃsāra, the buying and selling of the Seething Scowl is dictated by the local temper of the populace and the availability of iron-working facilities.
In the high-density metropolises and “Designated Safe” zones, these items are commonly sold in “Industrial Provisioners” or “Civic Duty Outfitters.” These shops are loud, hot, and usually located in the lower districts near factories or barracks. In these controlled environments, the gorget is marketed as a “Focus Aid” for guards who need to remain alert. A Tier 1 avatar can expect to pay between 350 and 500 Gold for a well-maintained gorget. Because these shops value the utility of the item, they will buy a used Seething Scowl for roughly 175 Gold, assuming the heat-redistribution vents are not clogged with soot.
In “Somewhat Safe” frontier towns or mining settlements, the item is found in “General Hardware Stores” or “Blacksmith Annexes.” These shops are often disorganized and smell of coal smoke. Here, the item is treated as a practical tool for keeping one’s head on their shoulders and their patience in check. The price is usually more stable, falling between 200 and 300 Gold. In these rugged areas, sellers might receive 120 Gold or be offered a trade for a set of high-quality iron spikes and several gallons of lamp oil.
In “Unsafe” rural territories or contested borderlands, the item is often traded by “Battlefield Scavengers” or “Guerilla Merchants” who operate out of makeshift stalls. In these desperate locations, the price is entirely dependent on how much the buyer is currently being “aggravated” by local threats. If a merchant senses the avatar is nearing a breaking point, they may demand as much as 750 Gold. Conversely, if the merchant is having a particularly bad day themselves, they might sell it for as little as 100 Gold just to get the humming metal out of their sight. A seller in these zones might only get a handful of copper coins and a warning about the local monsters, as life is cheap and iron is heavy.
Tactical Irritability and Offensive Disdain
The Item 812 of the Seething Scowl transforms the internal state of aggravation into a formidable tool for both physical and psychological engagement. In the high-stakes reality of Saṃsāra, a short temper is not a character flaw but a source of thermal and concussive energy.
- Offense in Social Environments: In “Designated Safe” zones or high-protocol metropolises, the gorget is used for a strategy known as “Bureaucratic Bullying.” By roleplaying an avatar who is visibly reaching the end of their patience, the wearer uses the item’s hum to drown out the arguments of petty officials or obstructive clerks. The Enforced Silence ability is used offensively to cut off the long-winded excuses of a rival or to humiliate an opponent in a public debate by literally stealing their voice. The roleplay emphasizes the wearer’s utter lack of interest in what others have to say, making their presence an intolerable social obstacle.
- Defense in Crowded Hubs: When navigating the bustling markets or packed transport hubs, the Short Fuse passive provides a mental defense against the “Salesman’s Charm” or pickpockets attempting to distract the avatar with friendly banter. The wearer roleplays a bristling, unapproachable aura that makes passersby uncomfortable. The gorget’s heat keeps a physical “buffer” around the user; anyone bumping into them in a crowd feels a sharp, localized burn from the Reactive Friction, discouraging further physical contact or attempts at larceny.
- Offense in Unsafe Wilderness: In the “Unsafe” wildlands or uncharted dungeons, the Redline Temper becomes a vital offensive anchor. After a missed strike against a agile monster, the wearer roleplays an explosive increase in frustration. This anger is fed directly into the dark-iron circuits, allowing the next blow to land with unnatural precision. It is an offensive cycle where failure directly fuels future success, turning the avatar into a relentless, grinding force that refuses to let a target escape.
- Defense in High-Stakes Combat: During turn-based encounters in “Deathly” or “Unsafe” environments, the Exasperated Sigh serves as a primary area-denial defense. The wearer roleplays the moment a situation becomes “too much to handle,” releasing a concussive burst that shoves back multiple attackers. This provides the necessary breathing room to drink a potion or reposition without drawing fire. Additionally, the Unfiltered Breath allows the wearer to defend against chemical or biological attacks that would incapacitate others, though they must roleplay the loud, wheezing sound that prevents them from utilizing any stealth maneuvers.
- Psychological Roleplay of the Mind’s Eye: Defensively, the gorget projects a “False Temper” to any observer using a Mind’s Eye check. Instead of seeing a tactical genius, the scryer sees only an “Irritable Guard” or a “Grumpy Commoner.” This hides the avatar’s Tier 1 status and actual threat level behind a mask of mundane grumpiness. The roleplay involves the wearer leaning into their “Aggravated” state to ensure that even the most powerful enemies dismiss them as a minor nuisance until the embers begin to spit from the iron seams.

Perception of Activation:
User’s Perspective
- Tactile Sensation: The gorget instantly constricts, the dark iron tightening against the throat with a dry, suffocating heat. It feels as though the skin is being pressed against the side of a cooling furnace. A constant, angry vibration thrums against the windpipe, mimicking the physical sensation of holding back a scream.
- Auditory Feedback: A low, grinding sound—like heavy stones being dragged across iron—resonates internally through the wearer’s skull. When the embers spit, the user hears sharp, metallic “pinks” as the iron expands and contracts under the thermal stress.
- Visual Overlay: Through the Mind’s Eye, the world takes on a slight crimson tint. The outlines of living creatures pulse with a jagged, flickering heat-shimmer, highlighting them as “distractions” or “interruptions” that need to be cleared away.
- Psychological Weight: An artificial spike in blood pressure accompanied by an intense, narrow-minded focus. The user feels a profound sense of impatience where every word spoken by an ally feels like a personal insult or a waste of their precious time.
Observer’s Perspective
- Visual Manifestation: The dark iron gorget shifts from a dull gray to a glowing, translucent cherry-red. Jagged cracks of orange light spiderweb across the runes, and the air around the wearer’s neck visibly ripples with heat haze. Small, angry sparks leap from the metal, charring the edges of any clothing nearby.
- Acoustic Disturbance: Those nearby hear a heavy, rhythmic wheezing sound coming from the item, accompanied by a low-frequency hum that is physically uncomfortable, causing a slight “ringing” in the ears of anyone within five feet.
- True Sight Observation: To those with True Sight, the wearer appears to be wreathed in a swirling, oily smoke of dull red Evocation magic. The mana doesn’t flow smoothly; it jerks and snaps like a whip, lashing out at any magical aura that comes too close.
- Olfactory Note: The sudden and pungent scent of scorched hair, hot metal, and sulfurous coal smoke erupts from the item, completely overwhelming any ambient smells in the room.
Positives
- Mental Fortitude: The activation provides a near-total immunity to social charms and “honeyed words.” The item’s inherent annoyance acts as a psychological buffer, making it impossible for the wearer to be lulled into a false sense of security or persuaded by emotional pleas.
- Environmental Resistance: The internal filtration system, though loud, allows the wearer to breathe with relative ease in smoke-filled rooms or areas contaminated by low-tier gas traps.
- Punitive Defense: The constant release of heat and embers ensures that melee combatants pay a physical price for every successful strike, potentially discouraging them from continuing their assault.
Negatives
- Communication Breakdown: The Enforced Silence and the wearer’s roleplayed irritability make coordinated teamwork nearly impossible. Allies may find themselves unable to give tactical advice or warnings due to the item’s magical silencing effect.
- Stealth Failure: The combination of the loud, wheezing “Unfiltered Breath,” the constant metallic humming, and the bright glowing runes makes it impossible for the wearer to hide in dark or quiet environments.
- Physical Discomfort: Long-term activation causes minor thermal blistering around the neck and throat, and the psychological strain of being “Aggravated” for extended periods can lead to a temporary penalty in social standing once the item is removed.
The Forging of Internalized Friction: A Crafting Guide
To recreate the Seething Scowl, a crafter must harness the energy of persistent irritation and bind it into tempered dark iron. This recipe produces a Tier 1 common variant of the reactive gorget.
- Materials Needed:
- High-Carbon Dark Iron: Three pounds of unrefined dark iron ore, known for its ability to retain heat and magnetic resonance.
- Concentrated Gall-Vitriol: A small vial of caustic, bitter fluid used to etch the jagged runes into the metal surface.
- Charcoal of the Interrupted Meal: Charcoal produced from wood that was quenched prematurely, symbolizing the stunted patience of the original smith.
- Tier 1 Magic Crystal (Catalyst): A crystal harvested from a territorial creature, such as a rock-wasp or a crag-boar, to serve as the battery for the reactive heat.
- Quench-Oil of Resentment: Oil used in the tempering process that has been infused with salt and bitter herbs.
- Tools Required:
- Bellows of Constant Air: Manual or mechanical bellows to maintain a high-temperature forge fire.
- Scribing Chisel: A tool made of hardened steel for deep-etching the thermal circuits.
- Tongs of the Grudge: Heavy iron tongs used to hold the metal during the long, repetitive hammering process.
- Resonance Anvil: An anvil treated with silver to allow the magic vibrations of the dark iron to harmonize with the crafter’s intent.
- Skill Requirements:
- Blacksmithing (Trained): Level 3 or higher. The crafter must be able to shape dark iron without causing it to become brittle.
- Magical Crafting (Trained): Level 2 or higher to successfully seat the magic crystal and initialize the thermal circuits.
- Endurance (Trained): Level 1 or higher. The crafter must be able to withstand the intense, localized heat and the irritating hum produced during the forge-work.
- Crafting Steps:
- Phase 1 (The Smelting): Melt the High-Carbon Dark Iron using the Charcoal of the Interrupted Meal. The fire must be kept at a volatile, fluctuating temperature to encourage the metal’s inherent instability.
- Phase 2 (The Shaping): Hammer the dark iron into a tight-fitting neck-piece. The hammering must be rhythmic but forceful, instilling a sense of “grinding” effort into the material.
- Phase 3 (Etching the Discord): Use the Scribing Chisel and Gall-Vitriol to carve the jagged rune patterns. These act as the vents for the Exasperated Sigh and the conduits for the Reactive Friction.
- Phase 4 (The Bitter Quench): Heat the gorget until it is cherry-red, then plunge it into the Quench-Oil of Resentment. This locks the “Short Fuse” passive into the atomic structure of the iron.
- Phase 5 (Crystal Seating): Drill a small cavity into the interior of the gorget and insert the Tier 1 Magic Crystal. As the metal cools, the crafter must perform a Normal Chant that focuses on a recent personal annoyance. If successful, the item will emit a sharp, metallic “pink” and begin its permanent, low-frequency hum.
Neck-Iron of Much Angry Making
In the deep under-dirt of the before-times, when the light of the sky was still a new thing to the eyes of the walkers, there existed a Low-Dweller of the Stone-Chin. This Low-Dweller was a maker of the hard shapes. He took the bleeding rocks of the earth, put them into the biting-fire, and hit them with the heavy stick of making. He hit the metal until it was sharp, and he hit the metal until it was flat. His name is lost to the eating-mouth of time, but the old writers call him the Hitter Who Wished Only for the Quiet.
It happened upon a cycle of the moon when the sky-clock declared it was the hour of the stomach-filling. The Hitter Who Wished Only for the Quiet had taken the thick leg-meat of the cave-beast from the salt-box. He placed the meat upon the resting-stone near the biting-fire so it would become warm and pleasing to the tongue. He prepared his sitting-wood. He prepared his drinking-horn filled with the bitter water of the fermented roots. His mind was at peace, thinking only of the chewing and the swallowing.
But then, the walking came. Into the hot-room of the making walked three Men of the Soft Hands and Many Papers. These were the tally-men of the high sitting-chairs. They did not know the dirt, and they did not know the heat. They wore the un-burned clothing of those who do not work with the hands. They carried the thin dead-tree slices covered in the black scratching-marks of the rules.
The Hitter Who Wished Only for the Quiet looked at his warm meat. Then he looked at the Men of the Soft Hands. He made a low noise in his throat, a noise of wanting them to go to the outside-dirt.
The first Man of the Soft Hands opened his face-hole and spoke the words of the great irritation. He asked, “Where is the counting-stone for the metal you have made in the last moon-turning?”
The Hitter did not speak. He pointed his finger-bone at the door-hole.
The second Man of the Soft Hands did not look at the door-hole. He looked at the biting-fire. He spoke the words of the foolishness. “The biting-fire is too bright. The rules of the high sitting-chairs say the fire must only be half-bright so the smoke does not make the ceiling black. You must make the fire small immediately.”
The third Man of the Soft Hands took a measuring-stick. He walked to the resting-stone where the warm meat waited. He put the measuring-stick next to the meat. “This meat is too close to the biting-fire. It is a danger of the burning. I must write a black scratching-mark upon my dead-tree slice to tell the guards of the pointy-sticks that you are a danger-maker.”
The blood inside the Hitter Who Wished Only for the Quiet began to boil like the water in the closed cooking-pot. The water of anger filled his head-vessels. He wanted to take the heavy stick of making and flatten the Men of the Soft Hands until they were thin like their dead-tree slices. But the laws of the under-dirt were strict. Hitting the tally-men brought the jail-hole of no light.
Instead of the hitting, the Hitter turned his body away from the meat. He took a heavy chunk of the darkest iron, the iron that drinks the light and holds the stubbornness of the deep earth. He threw it into the biting-fire. He pumped the air-bags to make the fire scream with heat.
The Men of the Soft Hands continued to make the mouth-noises. They spoke of the taxes of the hammer-swinging. They spoke of the permits for the air-breathing in the hot-room. Every word they spoke was a mosquito of annoyance biting the brain of the Hitter.
The Hitter pulled the dark iron from the fire. It was the color of the angry sun. He hit it with the heavy stick. With the first hit, he thought of the coldness taking his meat. With the second hit, he thought of the foolish rules of the half-bright fire. With the third hit, he thought of the measuring-stick touching his resting-stone. He hit the iron, and he hit his own deep frustration into the metal. The iron drank his bad mood.
He took the scratching-tooth of the stone-worm. He carved jagged lines of pure “go-away” into the metal. The lines were not words; they were the shapes of the grinding teeth and the narrowed eye-orbs. He plunged the hot metal into a bucket of bitter quench-oil, oil that was sour like the feeling of the wasted time. The metal screamed in the oil, throwing out red sparks of resentment.
The first Man of the Soft Hands stepped forward. He said, “What is this dark circle? Have you made a new thing without the permission of the making? We must put the tax-stamp upon it.”
The Hitter Who Wished Only for the Quiet did not answer with words. He took the hot, smoking circle of dark iron and clamped it around his own neck-flesh. The metal did not burn his skin, for the anger inside his chest was a hotter fire than the forge. The jagged lines on the iron glowed with the red of the bleeding eye. The metal hummed with the sound of a thousand interrupted meals.
The Hitter turned to look at the three Men of the Soft Hands. He looked at their papers. He looked at their clean clothes. He opened his mouth, pulled the air of the room deep into his lungs, and he released the air in a singular, massive sound of the absolute exasperation.
It was the great sigh of the ‘I-cannot-tolerate-this’.
The magic of the angry iron caught the sigh. The sigh became a wind of concussive force, a solid wall of hot, frustrated air that exploded from the neck-circle. The wind struck the Men of the Soft Hands. It threw their bodies backward through the air. It ripped the dead-tree slices from their soft fingers, scattering the rules and the taxes into the biting-fire where they burned into the nothing-ash. The Men of the Soft Hands hit the dirt outside the door-hole. They scrambled upon their leg-bones, making the high noises of the frightened food-birds, and they ran away from the hot-room, never to return.
The Hitter Who Wished Only for the Quiet stood alone in the silence. He touched the glowing neck-circle. It was warm and vibrating with the forever-anger. He walked to the resting-stone. He picked up his leg-meat. The meat was cold now, ruined by the waiting. But as he chewed the tough, cold meat in the quiet of his hot-room, he found the silence to be a very pleasing spice.
Moral of the Story: Do not stand between the hungry mouth and the cooked meat, for the fire of the interrupted stomach will forge a weapon sharper than the sword and louder than the storm.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Gorget of the Disgruntled Smith
- Artifact Type: Enchanted Apparel
- Intimidate Bonus: +15% (while worn)
- Armor Value: 2 (Neck area only)
- Sanity Cost: 1/1d4 (to witness the Exasperated Sigh)
Game Mechanics:
- Reactive Heat: Any creature that succeeds on a Fighting (Brawl) or Melee attack against the wearer takes 1 point of burn damage as the gorget spits sparks.
- The Exasperated Sigh: The wearer may spend 4 Magic Points to release a concussive burst of air. All targets within 2 yards must succeed on an Extreme STR roll or be knocked prone and pushed back 1 yard.
- Short Fuse: The wearer gains a Bonus Die on any POW rolls made to resist being Charmed or socially manipulated, as their inherent irritability rejects outside influence.
Blades in the Dark
Unique Name: Fine Dark-Iron Gorget of Scorn
- Item Quality: Fine (+1 Quality / Tier)
- Load: 1 (Worn)
Game Mechanics:
- Thermal Friction: When you are engaged in a brawl, the gorget provides Potency to any defense that relies on being “too hot to touch.”
- Special Feature (Activated): You may take 1 Stress to perform an Exasperated Sigh. This acts as a concussive blast that clears a path. You gain Potency on any Command or Skirmish action used to force an opening through a crowd or a line of guards.
- Complication (The Hum): While the gorget is active, the constant wheezing and humming makes it impossible to gain the benefits of Fine tools or items for Prowl. You are always under the effect of “loud” consequences on a 1-3 or 4-5 result during stealth actions.
Dungeons & Dragons (2024 Edition)
Unique Name: Gorget of the Seething Scowl
- Wondrous Item, Common (Requires Attunement)
Specific Mechanics:
- Reactive Friction: When a creature hits you with a melee attack while within 5 feet of you, that creature takes 1 fire damage.
- Stubborn Mind: You have Advantage on Saving Throws against being Charmed.
- Exasperated Sigh (1 Charge/Day): As an Action, you release a burst of hot air. Each creature within 5 feet of you must succeed on a DC 13 Strength Saving Throw or be pushed 5 feet away from you. You regain this charge at dawn.
- Wheezing Filter: You have Advantage on Saving Throws against inhaled poisons or gases. However, you have Disadvantage on Dexterity (Stealth) checks that rely on silence.
Knave (2nd Edition)
Unique Name: The Grumbling Collar
- Item Slots: 1 (Worn)
- Quality: 5 (Sturdy)
Game Mechanics:
- Spitting Embers: Any enemy who hits the wearer in melee combat takes 1 damage from heat friction.
- Iron Will: The wearer has Advantage on saves against mind-altering magic or social persuasion.
- Concussive Breath: Once per day, the wearer may force all adjacent enemies to make a Strength Save. On a failure, they are pushed back 10 feet and lose their next movement action.
- The Loud Wheeze: This item is “Heavy” for the purposes of stealth. Any check made to avoid detection via hearing is made with Disadvantage.
- Repair Note: If the item is damaged in an inventory slot, it loses its thermal properties until it is quenched in bitter oil at a forge (Cost: 50 Gold).
Fate (Condensed/Core)
Unique Name: The Gorget of Unfiltered Frustration
- Type: Extra / Stunt-Backed Item
Game Mechanics:
- Aspect: Perpetual State of Aggravation. This aspect can be invoked when the user is resisting social charms or performing acts of raw, stubborn endurance. It can be compelled to make the user act rashly or to cause a social “scene” when patience is required.
- Stunt (Exasperated Wave): Once per session, you may use your Physique skill to create a “Blown Back” advantage on all opponents in your current zone by releasing a concussive sigh.
- Stunt (Reactive Friction): Whenever an opponent touches you or hits you with a melee attack, they take 1 point of physical stress as the gorget releases a burst of heat.
Numenera & Cypher System
Unique Name: The Kinetic Resentment Collar
- Level: 1d6 (Tier 1)
- Form: A heavy, vibrating ring of dark metal that pulses with internal heat.
Game Mechanics:
- Effect (Passive): The wearer gains an Asset to all Might-based tasks involving endurance or resisting pain. However, the constant humming makes all stealth tasks one step more difficult.
- Effect (Active): By spending 2 points from the Might Pool, the wearer releases a concussive burst of hot air. All creatures within immediate range must succeed on a Might defense task or be knocked back to short range.
- Depletion: 1 in 1d20. Upon depletion, the internal heat-sink fractures, and the item loses its reactive properties until it is repaired at a high-temperature forge.
Pathfinder (2nd Edition Remaster)
Unique Name: Gorget of the Seething Scowl
- Item 1; Rare, Evocation, Fire, Invested, Magical
- Usage: Worn (Neck); Bulk: L
Game Mechanics:
- Social Friction: You gain a +1 item bonus to Intimidation checks. However, you take a -1 item penalty to Diplomacy checks as your irritation is palpable.
- Reactive Heat: Whenever a creature hits you with a melee strike while adjacent to you, the gorget deals 1 fire damage to that creature.
- Active (Action – Exasperated Sigh): (Air, Concussive); Frequency: Once per hour. You release a 5-foot emanation of hot air. Creatures in the area must succeed on a DC 15 Fortitude save or be pushed 5 feet away from you.
- Wheezing Filter: You gain a +1 item bonus to saving throws against inhaled toxins.
Savage Worlds (Adventure Edition)
Unique Name: The Grumbling Gorget
- Type: Weird Science / Magic Item
Game Mechanics:
- Irritable Aura: The wearer gains +2 to Intimidation rolls but suffers a -2 penalty to Persuasion rolls due to the item’s aggressive hum and the wearer’s roleplayed annoyance.
- Short Fuse (Passive): The wearer gains a +2 bonus to rolls made to resist being Distracted or socially manipulated (such as through the Provoke or Persuasion skills).
- Reactive Friction: Anyone who rolls a 1 on their Fighting die when attacking the wearer in melee takes 1d4 damage from a sudden spray of embers.
- Exasperated Sigh (Power): The wearer can use the Havoc power using Spirit as their arcane skill. This represents the concussive burst of air. Using this power costs 2 Power Points (the item has a maximum of 5 PP, which recharges at a rate of 1 per hour).
Shadowrun (6th World Edition)
Unique Name: Evo “Zero-Patience” Biometric Gorget
- Item Category: Clothing (Armored Accessory)
- Armor Rating: +1
- Availability: 4
- Cost: 2,500¥
Game Mechanics:
- Biometric Aggravation Sync: The gorget monitors the wearer’s stress levels. When the wearer’s Stun Track is at least 3 boxes full, the item’s Reactive Friction activates. Any successful melee attack against the wearer causes the attacker to take 1 box of unresistable Fire damage.
- Concussive Vent (Minor Action): The wearer triggers a high-pressure CO2 release. All targets in Close range must succeed on a Strength + Athletics (3) Test or be pushed back 1 meter and become Distracted until the end of the round.
- Psychological Buffer: The wearer receives +2 dice to resist any Social Influence tests that rely on Charisma or Manipulation, as the device’s discordant hum interferes with empathetic connection.
- Acoustic Signature: The item’s wheezing filter imposes a -3 dice pool penalty to any Stealth tests where silence is a factor.
Starfinder (2nd Edition / Playtest)
Unique Name: Hardlight Irritability Collar
- Item Level: 1; Price: 420 Credits
- Bulk: L; Usage: Worn (Neck)
Game Mechanics:
- Reactive Embers (Reaction): Trigger: A creature hits you with a melee attack. Effect: The collar spits hardlight sparks. The attacker takes 1 Fire damage.
- Stubborn Resolve: You gain a +1 item bonus to Will saving throws against effects with the Emotion or Mental traits.
- Exasperated Burst (Action): Area: 5-foot emanation. Effect: You release a pulse of concussive force. Each creature in the area must succeed on a DC 14 Fortitude save or be pushed 5 feet away from you. This ability has a 1-hour cooldown.
- Sensory Drawback: You take a -2 item penalty to Stealth checks to remain unheard, and the constant heat grants a +2 bonus to any creature using Infrared sensors to track you.
Traveller (Mongoose 2nd Edition)
Unique Name: Industrial “Short-Fuse” Neck Guard
- TL: 10; Cost: Cr 1,500
- Weight: 0.5 kg
Game Mechanics:
- Thermal Friction: Any successful Unarmed or Melee (Blade) attack made against the wearer results in the attacker taking 1 point of automatic damage from thermal discharge unless they are wearing TL 10+ vacc suits or environmental armor.
- Concussive Vent: As a Significant Action, the wearer can vent pressurized gases. Anyone in the same personal combat zone must make a DEX check (8+) or be knocked prone. This can be used 3 times before the gas canister must be replaced (Cr 50).
- Focused Disdain: The wearer gains a +1 DM to all SOC-based rolls intended to intimidate or coerce, but suffers a -2 DM to any rolls intended to persuade or charm.
- Filtered Intake: The gorget provides a +2 DM to resist the effects of inhaled toxins or low-grade atmospheric contaminants.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Iron Collar of the Grumbling Anvil
- Rarity: Common; Cost: 250 Drops
- Keywords: Accessory, Magitech
Game Mechanics:
- Reactive Friction: When an enemy within Close Range hits you with a Melee Attack, they take 1 Damage as the collar lashes out with metallic heat.
- Exasperated Sigh: As an Action, you can release a concussive wave. Every creature in your Zone must make a DN 4:2 Might (Body) Test. On a failure, they are knocked Prone and moved to an adjacent Zone. You can use this ability once per combat encounter.
- Unyielding Annoyance: You have an Additional 1d6 on Mind Tests made to resist being Charmed or magically persuaded.
- Noisy Filter: Your Stealth Tests suffer a +1 DN penalty because the collar constantly emits a rhythmic, wheezing sound and a low-frequency hum.
