Lore: The Gentle Probes were conceived by Old Man Finnigan Wave-Whisper, a reclusive sage who resided in the tidal caves of the Shimmering Coast. Finnigan possessed an uncanny empathy for all living things, particularly the often-misunderstood creatures of the deep and those whose forms bore suckers. He believed that these adhesive appendages, often seen as tools for predation or parasitism, were also incredibly sensitive organs capable of perceiving the subtlest signs of distress or vitality in other beings. Observing how some sucker-bearing marine life could exhibit surprising gentleness or engage in cleaning symbioses, Finnigan dedicated years to developing a way to help avatars with suckers channel this potential sensitivity towards understanding and promoting animal health across all environments. He envisioned these probes as a bridge, allowing such avatars to use their unique anatomy for acts of profound kindness and diagnostic insight.
Description: Finnigan’s Gentle Probes are a set of small, exquisitely soft, and flexible sheaths or caps. They are meticulously crafted from tightly woven filaments of bioluminescent sea-algae, interwoven with treated strands of supple, dark green kelp fronds for resilience. The design allows them to fit snugly yet comfortably over an avatar’s natural suckers without causing irritation. The inner surface of each probe has a very fine, almost velvety texture designed to enhance tactile sensitivity, while the outer surface often displays faint, swirling patterns that pulse with a soft, calming bioluminescent light, especially in dim conditions or when actively used for their intended purpose. The probes feel slightly cool, damp, and yielding to the touch, almost like living tissue themselves. When worn and an avatar focuses their intent, the probes seem to refine and modulate the sensory input from the suckers, translating the raw physical contact into a deeper understanding of another creature’s physical and emotional state.
Stats:
- Rarity: Common
- Level Requirement: Tier 1
- Animal Well-being Bonus: +1. This bonus applies to checks made to understand an animal’s emotional state (e.g., fear, pain, contentment), diagnose common physical ailments or injuries through gentle tactile examination with the probes, calm a distressed or agitated creature, or perform very minor, non-invasive palliative care (like applying a soothing balm or cleaning a superficial wound with extreme gentleness).
- Slots: Sucker Attachments (a standard set contains three (3) individual probes). The avatar chooses which suckers to adorn.
Color: The Gentle Probes primarily exhibit shades of soft seafoam green and muted aquamarine from the algae, with darker kelp-green structural threads. The bioluminescent patterns typically glow with a gentle pale blue, soft white, or tranquil green light.
Size: Each individual probe is small and designed to cover a single sucker. They would typically range from 0.5 inches to 2 inches in diameter and be very thin, adapting to the size of common suckers on Tier 1 avatars (e.g., those on tentacles of a small cephalopod-like avatar, or the attachment points of a creature with fewer, larger suckers). The entire set is easily portable.
Tags: Animal Health, Empathy, Soothing, Diagnostic, Bioluminescent, Sucker-worn, Finnigan (Creator Origin), Natural Fibers, Tactile Enhancement, Veterinary Aid, Calming Presence, Aquatic, Non-invasive, Sensory, Symbiotic, Palliative, Sheaths, Algae-craft, Caregiver, Interface, Gentle
Additional Interesting Information:
- Enhanced Sensory Input: The Gentle Probes are designed not to impede the natural adhesive function of an avatar’s suckers for locomotion or basic interaction. Instead, they refine the sensory data gathered, filtering out “noise” and amplifying subtle signals like temperature variations, muscle tremors, heartbeat irregularities (if very close), or even faint bio-electric fields of creatures they are examining.
- Salve Application: The porous, woven nature of the algae filaments allows the wearer to imbue the probes with healing salves, soothing balms, or natural antiseptic solutions. These can then be delivered very gently and precisely to an animal’s skin or a superficial injury when the probe makes contact.
- Non-Magical Healing Aid: While they significantly aid in diagnosis and providing comfort, Finnigan’s Gentle Probes do not possess innate magical healing properties. They enhance the avatar’s ability to care for animals through understanding and gentle ministration, not through supernatural cures.
- Bridging Instincts: For avatars whose natural inclinations might be parasitic or predatory, wearing and using the Gentle Probes can be a profound roleplaying experience. The focused intent required to use them for healing and empathy might allow the avatar to temporarily suppress or gain finer control over their more aggressive instincts when interacting with creatures in a caring capacity. This could lead to unique social interactions and character development, as other creatures might sense this shift in intent.
- Calming Bioluminescence: The soft, rhythmic glow of the probes has a naturally calming effect on many animals, making them more receptive to examination or aid, especially in low-light conditions where the glow can provide a gentle, non-threatening focal point.
- Personalization: While a set is typically uniform, avatars might subtly mark their probes with tiny, individually tied strands of seaweed or by encouraging specific, harmless bioluminescent micro-organisms to colonize the outer surface in unique patterns, reflecting their personal bond with the items or the creatures they care for.
In the world of Saṃsāra, “Finnigan’s Gentle Probes,” being a Common Tier 1 item with a focus on animal health for avatars possessing suckers, would primarily be found in locations and through vendors that cater to specialized needs, natural crafts, or communities closely tied to aquatic or diverse faunal environments. Their base cost would likely be around 40 gold pieces for a standard set of three, but this would vary.
Types of Shops and Vendors:
- Coastal Healers and Wise Folk Shacks:
- In small fishing villages, hidden coves, or settlements near extensive mangrove forests or coral reefs where Old Man Finnigan Wave-Whisper’s traditions might persist, local healers or reclusive artisans who work with natural marine materials would be the most authentic source.
- How Bought/Sold: Transactions here would often involve barter – fresh catches, rare shells, waterproof supplies, mending services for nets or small boats, or even sharing local knowledge about animal migrations or hidden grottos. Direct gold purchase would be secondary.
- Cost: If purchased with gold, likely close to the base value, 35-45 gold pieces, or a comparable value in traded goods or services. The emphasis would be on fair exchange and need rather than profit.
- Suppliers to Beast Tamers & Avatar Menageries:
- In larger towns or cities that have facilities for keeping or training Saṃsāra’s diverse creatures (perhaps for labor, companionship, or even the less savory gladiatorial spectacles, though Finnigan’s Probes aim for health), specialized suppliers would stock tools for animal care.
- How Bought/Sold: Primarily gold pieces. These suppliers might also offer credit to established beast masters or organizations.
- Cost: Likely a moderate markup due to the specialized clientele, 45-55 gold pieces. They might also sell individual probes if a set is broken.
- Underwater City Markets & Artisan Stalls (if applicable to Saṃsāra’s geography):
- If Saṃsāra features populated underwater cities or settlements for aquatic/amphibious avatars, these would be prime locations. Artisans here would be adept at working with bioluminescent algae and kelp.
- How Bought/Sold: Gold, or unique underwater currencies/trade goods (e.g., cultivated pearls, specific mineral nodules, crafted coral items).
- Cost: Prices might be quite fair, around 40-50 gold pieces, given the likely local availability of materials and understanding of sucker-bearing anatomy. Quality and intricacy of the bioluminescent patterns could influence price.
- Guilds of Naturalists or “Creature Companions”:
- If there are organized groups of scholars, healers, or individuals dedicated to the study and welfare of Saṃsāra’s fauna (especially non-humanoid or monstrous creatures), their guildhalls or affiliated shops might stock or commission such items.
- How Bought/Sold: Through guild channels, possibly with a discount for members, or as part of a practitioner’s toolkit. Gold would be standard.
- Cost: For members, perhaps 35-40 gold pieces. For outsiders, 45-50 gold pieces.
- Traveling Peddlers on Coastal or River Routes:
- Merchants who navigate the island nations of Saṃsāra, particularly those plying coastal waters or major river systems leading to diverse ecosystems, might carry a few sets of Finnigan’s Gentle Probes.
- How Bought/Sold: Gold, or barter for easily transportable goods like preserved foods, textiles, metal tools, or news from distant lands.
- Cost: This would be highly variable. In remote areas where such an item is unheard of but needed, prices could inflate to 50-65 gold pieces. If the peddler acquired them cheaply or needs to make space, they might sell for 35-40 gold pieces.
- Shops Specializing in Bioluminescent or Algae-Crafted Goods:
- Given Saṃsāra’s high magic and unique environments, there might be artisans or shops that specialize in items made from bioluminescent materials for aesthetic or functional purposes. Finnigan’s Gentle Probes would be a niche item in such an inventory.
- How Bought/Sold: Gold. These shops might present them as curiosities or specialized empathic tools.
- Cost: Depending on the artistry and the perceived novelty/utility of the bioluminescence for animal interaction, 40-55 gold pieces.
- Markets in “Port-of-Call” Cities with Diverse Avatar Populations:
- In major trading hubs where avatars from all over Saṃsāra congregate (including those with suckers), open markets might have stalls run by artisans catering to specific avatar needs.
- How Bought/Sold: Gold, with potential for haggling.
- Cost: Likely competitive, around 40-50 gold pieces, but one might find simpler or more ornate versions.
- Factors Influencing Cost:
- Availability of Raw Materials: Regions rich in the specific types of bioluminescent algae and kelp used would likely have cheaper production costs.
- Skill of the Crafter: While Common, a particularly well-made set with vibrant, stable bioluminescence or exceptionally fine weaving by a known artisan (perhaps one who claims lineage from Finnigan Wave-Whisper) might command a higher price.
- Demand from Sucker-Bearing Avatars: In areas with a higher population of avatars who could benefit from this item, demand might increase the price, but also potentially increase the number of crafters.
- Perceived Effectiveness: Stories or demonstrations of the probes’ success in calming agitated beasts or diagnosing ailments would increase their perceived value.
Finnigan’s Gentle Probes are not a mass-produced item but tools born from a specific philosophy of care and understanding. Their sale would often be accompanied by advice on their gentle use and the importance of empathy when interacting with Saṃsāra’s diverse animal life.
Finnigan’s Gentle Probes are not designed as tools of combat or direct confrontation; their essence lies in fostering understanding, empathy, and providing palliative care to animals. Therefore, their use in “offensive” or “defensive” scenarios is indirect, relying heavily on the avatar’s ability to interact with and influence animal behavior, or to leverage the unique sensory input the probes provide through their suckers. The +1 Animal Well-being Bonus reflects a genuine enhancement in these specific interactions.
- General Principles for Roleplaying Defense and Offense:
- Animal Agency: Success depends on the reactions of animals, which are not directly controlled by the probes. The probes enhance the avatar’s ability to influence or understand these reactions.
- Non-Violent Solutions: The probes encourage de-escalation, soothing, and understanding rather than aggression. Their “offensive” use is more about neutralizing animal threats or creating diversions using animals.
- Sensory Enhancement, Not Mind Control: The probes refine the avatar’s sucker-based senses to better perceive an animal’s physical and emotional state (temperature, vibrations, distress signals), allowing for more informed interactions. They don’t grant telepathy or command.
- Bioluminescence as a Tool: The calming, gentle glow can be used for signaling, soothing, or navigating in ways that are less alarming to animals than harsh lights.
- Offensive Applications (Neutralizing Animal Threats, Creating Diversions, Psychological Influence via Animals): Offensive applications involve using the probes to turn an animal from a threat into a neutral or even distracted party, or using knowledge gained from animals to disadvantage opponents.
- In Wilderness Settings (Forests, Jungles, Plains):
- Pacifying Territorial Guardians: If an enemy encampment or a crucial passage is guarded by aggressive wild beasts (e.g., trained wolves, territorial megafauna), an avatar wearing Finnigan’s Gentle Probes could attempt to approach. Using the +1 Animal Well-being bonus on checks to project calm, and the probes’ soft bioluminescence to appear non-threatening, they might soothe the animals into a state of non-aggression or even curiosity, allowing the party to pass or rendering the “guardians” ineffective. The avatar might use the probes to sense if an animal is simply scared or defending young, tailoring their empathic approach.
- Orchestrating Natural Diversions: By using the probes to understand the triggers and distress signals of local herbivores (e.g., identifying a scent or sound that causes alarm in a herd of deer-like creatures), the avatar might subtly create a situation that causes these animals to flee in a specific direction, perhaps towards an enemy outpost, creating chaos and distraction. This isn’t controlling them, but cleverly using knowledge gained through empathic understanding.
- “Turning” Mistreated Animals: If encountering animals (e.g., beasts of burden, hunting hounds) that are clearly mistreated by opponents, the avatar could use the probes to diagnose their discomfort (e.g., a hidden injury, signs of malnutrition) and offer a moment of soothing touch or relief. This act of kindness might make the animal less loyal to its abusive master or even cause it to refuse commands at a critical moment.
- In Urban or Semi-Rural Settings (Farms, Stables, City Outskirts):
- Disrupting Guard Dog Patrols: Similar to wild beasts, aggressive guard dogs could be approached. The avatar could use the probes to sense if a dog is merely anxious or poorly trained versus truly vicious. A calm demeanor, the probes’ gentle glow, and perhaps even the subtle application of a calming scent (if the probes were previously imbued with one) might neutralize the threat without violence, allowing for stealthy infiltration.
- Creating “Unfortunate” Animal Incidents: By understanding what spooks common urban animals (e.g., a specific high-pitched sound for carriage horses, a particular scent for penned livestock), the avatar could subtly introduce such a stimulus. The resulting commotion – a bolting horse and cart, panicked livestock breaking through a fence – could create a significant diversion or obstacle for opponents. The probes aid in knowing which animals are most susceptible or easily agitated.
- Aquatic/Coastal Environments:
- Befriending “Monsters”: Many larger aquatic creatures are territorial rather than malevolent. An avatar with suckers, using the Gentle Probes, could project empathy and calm, potentially pacifying a creature like a giant squid or a guardian reef shark that an enemy was relying on as a natural defense for their cove or underwater entrance. The probes would help “read” the creature’s agitation levels and intentions.
- Luring with Bioluminescence: The probes’ gentle glow, if mimicked or amplified by the avatar (if they have natural bioluminescence too), could be used to lure curious but harmless larger aquatic life towards an enemy’s small vessel or underwater operation, causing confusion or minor disruption.
- In Wilderness Settings (Forests, Jungles, Plains):
- Defensive Applications (Deterring Attacks, Gaining Animal Allies, Early Warning): Defensive uses center on using the enhanced empathy and diagnostic abilities to avoid conflict with animals, gain their passive assistance, or use them as an early warning system.
- In Wilderness Settings:
- Deterring Predator Attacks: When encountering predators, the avatar can actively use the probes to project an aura of calm and non-aggression. The bioluminescence might make the avatar appear unusual and less like typical prey. By using the probes to sense the predator’s state (Is it hungry? Injured? Protecting territory?), the avatar can make more informed decisions to de-escalate, such as slowly backing away while maintaining a soothing “presence.”
- Creating “Living Camouflage”: By understanding the behavior of herd animals or large flocks of birds, and projecting a calm presence, the avatar might be able to move amongst them without causing alarm. This could provide excellent mobile cover or allow them to pass through an area observed by enemies without being easily singled out.
- Animal Sentinels: After a positive interaction (e.g., using the probes to soothe a frightened animal or offer a morsel of food), that creature might linger and inadvertently act as an early warning system, becoming agitated or vocal if others (like enemies) approach the area.
- In Urban or Semi-Rural Settings:
- Calming Panicked Animals: In a chaotic situation (e.g., a fire, an attack on a marketplace), the avatar could use the Gentle Probes to soothe panicked animals like horses or oxen, preventing them from causing further injury or blocking escape routes. Their ability to quickly diagnose if an animal is injured versus just frightened would be key.
- Detecting Unseen Threats via Animal Reactions: Domestic animals often react to threats before humanoids do. The probes might help the avatar more accurately interpret a dog’s nervous barking, a cat’s sudden flight, or the unease of birds, discerning if it’s a mundane disturbance or a sign of approaching danger (e.g., hidden enemies, an unstable structure sensed by the animals).
- Aquatic/Coastal Environments:
- Navigating Dangerous Waters: By using the probes to “listen” to the subtle cues of the marine environment as perceived by small fish or crustaceans (e.g., sudden shifts in schooling behavior, vibrations indicating a large predator), the avatar might gain early warning of unseen aquatic threats.
- Symbiotic Protection: Some aquatic creatures form symbiotic relationships. An avatar who has used the probes to establish a peaceful rapport with, for example, a large, territorial but non-aggressive reef dweller, might find that this creature inadvertently deters smaller, more opportunistic threats from approaching the avatar’s vicinity.
- General Self-Preservation through Understanding:
- Avoiding Poisonous/Diseased Animals: The probes’ diagnostic capability could help the avatar identify animals suffering from obvious diseases or those that might be venomous by observing subtle skin textures, temperature anomalies, or agitated states before getting too close.
- In Wilderness Settings:
In all these scenarios, Finnigan’s Gentle Probes are tools of perception and empathy. Their “power” in offense or defense comes from the avatar’s clever application of the understanding and influence they gain over other living creatures, turning potential threats into neutral parties, or neutral parties into unwitting aids, all through a gentle, insightful touch.

Perception of Activation: The activation of Finnigan’s Gentle Probes is an intimate process requiring the wearer to spend approximately one minute in focused attunement. This involves not just a mental shift, but a conscious effort to extend their senses through their suckers via the medium of the probes, preparing to interact with other living beings on a deeper, more empathetic level.
- User’s Perspective (The Wearer): When the avatar focuses on activating Finnigan’s Gentle Probes, they experience a unique blend of sensory and intuitive perceptions:
- Sight:
- Perception: The subtle, woven patterns on the probes themselves often begin to glow with a more noticeable yet still soft and calming bioluminescence. This light might pulse gently in rhythm with the user’s heartbeat or breathing, or intensify to a steady, tranquil radiance in shades of pale blue, soft white, or seafoam green. The natural colors of the algae and kelp might appear richer and more vibrant, as if infused with renewed vitality.
- Positives: Provides clear visual confirmation that the probes are “active” and their properties engaged. The gentle light can be inherently calming to the user, aiding their focus and projection of empathy.
- Negatives: If the user is trying to be stealthy, even a soft glow could be a minor disadvantage, though the light is generally not designed to be overly conspicuous. An initial flicker or pulse, if unexpected, could be momentarily distracting.
- Sound:
- Perception: The probes themselves are made of soft, natural materials and are unlikely to produce any discernible sound. However, as the user’s senses become heightened through the probes, they might perceive an increased acuity to the subtle sounds of nearby animals – the faint whisper of their breath, the soft pad of their paws, the rustle of fur or scales, or even very low rumbles or purrs that would normally be inaudible.
- Positives: This enhanced auditory perception of animal cues aids greatly in understanding an animal’s state and intentions, contributing to the diagnostic aspect of the probes.
- Negatives: In a noisy environment with many creatures, the influx of subtle sounds could initially be overwhelming until the user learns to filter them.
- Smell:
- Perception: A faint, fresh, and clean oceanic or aquatic aroma may become more apparent to the wearer, emanating from the algae and kelp components of the probes. It might evoke the scent of a calm sea breeze, damp seaweed after a rain, or a pristine tide pool.
- Positives: This natural, grounding scent can enhance the user’s connection to the probes’ origins and purpose, promoting a calm and focused state for interacting with animals.
- Negatives: If the avatar is not naturally inclined towards aquatic scents, it might be initially unusual, though rarely unpleasant given its fresh nature.
- Touch (Sensation on the suckers and when contacting other creatures):
- Perception: This is where the activation is most profoundly felt. The probes might create a sensation of gentle warmth or a cool, soothing tingle on the suckers they cover, feeling as if they are becoming a more integrated and responsive part of the avatar’s own sensory apparatus. The velvety inner lining may feel like it’s subtly conforming even more perfectly. When touching another creature with a probe-covered sucker, the transmission of tactile information is significantly amplified and refined: subtle temperature variations across the creature’s skin, the faintest muscle tremors, the rhythm of a pulse, the texture of fur, scales, or hide, areas of swelling or tension – all become remarkably clear.
- Positives: Provides an incredibly detailed and nuanced understanding of an animal’s physical condition, crucial for diagnosis and gentle care. The sensation on the user’s own suckers confirms the active link.
- Negatives: The initial flood of heightened tactile information, especially from a distressed or unhealthy animal, could be intense or even slightly uncomfortable until the user learns to process it effectively.
- Taste:
- Perception: Direct taste perception is unlikely. Some users report a very faint, almost imperceptible briny or “green” tang on their tongue or in the air, a psychosomatic echo of the probes’ marine nature and the deep sensory connection being established.
- Positives: None significant.
- Negatives: None significant.
- Extra-Sensory Perceptions (User):
- Empathic Resonance with Fauna: The user experiences a distinct and palpable connection to the emotional state of nearby animals. Feelings of fear, pain, anxiety, contentment, or aggression in other creatures become more intuitively understood, almost as if the user can “feel” a muted version of those emotions. This is the core of the Animal Well-being Bonus.
- Positives: Allows for incredibly nuanced and effective communication (even if non-verbal) with animals, fostering trust and facilitating calming and healing interactions.
- Negatives: Can be emotionally taxing, especially when encountering widespread animal suffering or intense negative emotions. It requires emotional resilience from the user.
- Perception of Vital Energies / Bio-fields: Through the enhanced suckers, the user may become sensitive to the subtle life energies or bio-electric fields of other living beings. Healthy creatures might exude a steady, warm “hum,” while sick or injured ones might have a weaker, erratic, or “cold” signature in certain areas.
- Positives: Aids in quickly assessing an animal’s overall vitality and pinpointing areas of distress or injury that may not be externally visible.
- Negatives: Could be confusing or overwhelming in areas with many life forms, or if the energies perceived are alien or disturbing.
- Intuitive Diagnostic Insights: Beyond direct tactile information, the user might receive flashes of intuition or a “knowing sense” about an animal’s ailment, its cause, or the most appropriate non-invasive comfort measure.
- Positives: Speeds up understanding of an animal’s needs and allows for more effective palliative care.
- Negatives: Reliance on pure intuition without correlating physical signs could lead to missteps if the intuition is not clearly interpreted.
- Projection of Calmness: The user often feels their own intentions of peace and soothing being amplified and gently radiated outwards, facilitated by the probes’ calming bioluminescence and the empathic link.
- Positives: Makes animals more receptive to the user’s presence and aid.
- Negatives: This projection is not a forceful control and might be ineffective against truly enraged or magically influenced creatures.
- Empathic Resonance with Fauna: The user experiences a distinct and palpable connection to the emotional state of nearby animals. Feelings of fear, pain, anxiety, contentment, or aggression in other creatures become more intuitively understood, almost as if the user can “feel” a muted version of those emotions. This is the core of the Animal Well-being Bonus.
- Sight:
- Observer’s Perspective (Watching the User): An observer would primarily notice the visual changes in the probes and the focused demeanor of the avatar.
- Sight:
- Perception: The most striking visual cue is the bioluminescence of Finnigan’s Gentle Probes intensifying. The faint, resting glow of their woven patterns would brighten into a soft, steady, or gently pulsing light in shades of pale blue, white, or green. This light is calming rather than dazzling. The avatar wearing them would likely appear deeply concentrated, often extending a limb with the glowing probes towards an animal with slow, deliberate, and gentle movements.
- Positives: The visual effect is often seen as beautiful, serene, and indicative of a special, perhaps magical or deeply spiritual, connection to nature and animals. It can inspire trust or awe.
- Negatives: To those unfamiliar with such an item or suspicious of unusual glows, it might be misinterpreted as some form of enchantment being cast, potentially causing alarm if the context is tense.
- Sound:
- Perception: The probes themselves produce no sound audible to an observer. The scene is usually characterized by the quiet focus of the user, and perhaps the sounds of the animal they are interacting with.
- Positives: The silence enhances the atmosphere of gentle concentration and empathy.
- Negatives: Offers no auditory information about the activation process to the observer.
- Smell:
- Perception: It’s unlikely an observer would detect a specific scent from the probes’ activation unless they have an exceptionally acute sense of smell and are very close to the avatar, in which case a very faint, fresh marine or algae scent might be perceptible.
- Positives: None typically.
- Negatives: None.
- Touch:
- Perception: No direct tactile perception for the observer.
- Positives: None.
- Negatives: None.
- Taste:
- Perception: No direct taste perception for the observer.
- Positives: None.
- Negatives: None.
- Extra-Sensory Perceptions (Observer with heightened senses, e.g., Mind’s Eye):
- Aura of Tranquil Empathy: An individual with the Mind’s Eye might perceive a soft, diffused aura of calming energy (often greenish-blue or pearlescent) emanating from the activated probes and enveloping the user’s sucker-adorned limbs. This aura would likely feel peaceful, vital, and harmonizing. The Animal Well-being Bonus might register as a tangible field of positive influence.
- Positives: Clearly confirms the benevolent nature of the item and the user’s intent. Can be reassuring to witness.
- Negatives: The subtlety of this natural, life-attuned energy might be underestimated or seem insignificant to those accustomed to more dramatic or powerful magical displays.
- Sensory Link Visualization: They might be able to perceive a subtle flow of sensory information or empathic connection between the probes (and thus the wearer) and any animal the wearer is focusing on, like faint threads of light or understanding bridging the gap between them.
- Positives: Offers a visual understanding of how the probes enhance the user’s connection and diagnostic abilities.
- Negatives: The nature of this link could be misinterpreted as a form of mental influence if not properly understood.
- Resonance with Life Force: The bioluminescence might appear to such an observer not just as light, but as a visible manifestation of the probes resonating with the life force of the user and the surrounding environment, particularly other living creatures.
- Positives: Deepens the appreciation for the item’s connection to natural energies.
- Negatives: Could be seen as “primitive” or “uncontrolled” magic by those who favor more academic or structured arcane arts.
- Aura of Tranquil Empathy: An individual with the Mind’s Eye might perceive a soft, diffused aura of calming energy (often greenish-blue or pearlescent) emanating from the activated probes and enveloping the user’s sucker-adorned limbs. This aura would likely feel peaceful, vital, and harmonizing. The Animal Well-being Bonus might register as a tangible field of positive influence.
- Sight:
Finnigan’s Weave: Crafting the Gentle Sucker Probes — This outlines the traditional method, as passed down from the teachings of Old Man Finnigan Wave-Whisper, for creating a set of three Gentle Probes. The process is as much a meditative art as it is a craft, requiring a deep connection to the rhythms of the sea and its life.
- Materials Needed (for one set of three probes):
- Core Filaments:
- A mature, hand-sized cluster of “Moon-Glow Algae” (a specific bioluminescent algae that thrives in moonlit Saṃsāran tide pools, harvested during a waning moon for peak subtle luminescence). Must be kept moist in filtered seawater.
- OR Three or four fronds of young “Starlight Kelp” (a kelp variety with naturally occurring, faint bioluminescent flecks), chosen for their suppleness and iridescence.
- Structural Weaving Strands:
- A small bundle of “Sea-Silk” threads (fibers carefully extracted and treated from the byssal threads of the Giant Saṃsāran Clam or a similar durable, flexible marine fiber). Approximately 10-15 feet needed.
- Inner Lining Material:
- A pinch of “Coral Bloom Spores” (microscopic, velvety spores from a specific soft coral, known for their cushioning and non-irritating properties).
- OR The downy filaments carefully collected from the molted carapaces of “Velvet Shore Crabs.”
- Empathic Infusion Elixir (for the +1 Animal Well-being Bonus & enhanced sensory properties):
- Seven drops of “Tide-Pool Essence” (water collected from seven different pristine tide pools at the exact turn of the high tide, each pool known to host a different harmonious community of small sea creatures).
- One perfectly smooth, small “Otter Stone” (a stone naturally worn smooth by sea otters, believed to carry their playful empathy – the stone is used in the infusion process, not consumed).
- A single, unbroken frond of “Whisper-Weed” (a rare, feathery seaweed that sways in currents as if listening).
- Binding & Setting Solution:
- A small bowl of freshly prepared, thin agar-agar gel derived from “Sea-Gelatin Kelp,” mixed with three drops of “Lumin-Lock Sap” (a clear sap from a coastal tree that stabilizes natural bioluminescence).
- Core Filaments:
- Tools Required:
- Artisan’s Marine Weaving Kit:
- Set of fine, non-metallic weaving needles (traditionally bone, polished coral, or hardened driftwood).
- A small, smooth weaving loom or shaping dowels made from water-resistant wood (e.g., mangrove root) or polished abalone shell.
- Delicate combs made from fishbone for aligning algae filaments.
- Small, sharp clamshell or obsidian blades for trimming.
- Coastal Alchemist’s Implements (Basic):
- Several clean, unglazed ceramic or large shell bowls for soaking, mixing, and infusion.
- A filter made from layers of fine, woven sea grass.
- A smooth stone muller and shallow stone palette for grinding spores (if used).
- Work Environment:
- A dimly lit, cool, and humid space, ideally close to the sea or a saltwater environment to keep materials fresh. Work is often done at dusk, dawn, or on overcast days to best observe and work with the bioluminescence.
- Finnigan’s Serenity Flute (Optional, but traditional): A simple, five-hole flute carved from driftwood, played with gentle, wave-like melodies during the infusion process to promote a calm and empathic state in the crafter.
- Artisan’s Marine Weaving Kit:
- Skill Requirements:
- Primary Skill: Master Marine Bio-Weaving / Algae Artistry: A highly specialized craft focusing on the intricate weaving and shaping of delicate, often living or semi-living, aquatic materials. Requires exceptional dexterity and understanding of how these materials behave. (Equivalent to a Saṃsāran Guild Master of Tidal Crafts).
- Secondary Skill: Applied Aquatic Herbalism / Marine Symbiosis Lore: Deep knowledge of local marine flora and fauna, their properties, ethical harvesting techniques, and the symbiotic relationships Finnigan sought to emulate.
- Tertiary Skill: Empathic Resonance & Attunement (Nature): An innate or well-developed ability to connect with the subtle life energies of nature and to imbue crafted items with a sense of calm, empathy, or gentle purpose through focused intent. This is more intuitive than formulaic magic.
- Essential Qualities: Profound Patience, a Deep Reverence for Marine Life, and Exceptionally Gentle Hands.
- Crafting Steps:
- Harmonious Harvest & Preparation (Typically at low tide, dawn or dusk):
- Ethically gather the Moon-Glow Algae or Starlight Kelp, Sea-Silk threads, and other living components, always leaving plenty behind and offering a silent thanks to the ocean.
- Gently rinse materials in cool, filtered seawater. Keep algae/kelp moist. Carefully draw out Sea-Silk threads.
- Prepare the Coral Bloom Spores by lightly grinding them (if needed) or fluffing the Velvet Shore Crab filaments for the inner lining.
- Prepare the Binding & Setting Solution by dissolving the Sea-Gelatin Kelp in warm, filtered seawater and then stirring in the Lumin-Lock Sap until a smooth, thin gel forms.
- Weaving the Probe Bodies (A delicate, multi-hour process per probe):
- On the weaving loom or shaping dowels, begin to meticulously weave the primary bioluminescent algae filaments or thin Starlight Kelp strips with the Sea-Silk threads. The goal is a small, flexible, cap-like sheath that will snugly fit over a typical avatar sucker.
- The weave must be tight enough for integrity but remain slightly porous. The characteristic faint, swirling bioluminescent patterns are created by the careful placement and density of the glowing materials during this stage.
- As the outer shell is completed, carefully integrate and secure the chosen Inner Lining Material to create the soft, velvety interior.
- The Infusion of Gentle Empathy (Performed in tranquility, often with flute melodies):
- Prepare the Empathic Infusion Elixir: Place the Whisper-Weed frond in a shell bowl with the seven drops of Tide-Pool Essence. Gently roll the Otter Stone within the bowl over the frond, meditating on empathy and the interconnectedness of life, for about ten minutes. Remove the stone and frond; the water is now the elixir.
- Take each woven probe and, using fingertips or a soft feather, gently anoint its entire structure (inside and out) with the Empathic Infusion Elixir.
- While anointing, the crafter focuses their intent, visualizing the probe becoming a conduit for gentle understanding, soothing touch, and diagnostic insight for animal well-being. This is where the +1 Bonus is imbued.
- Setting the Form and Luminescence (Overnight):
- Once infused, lightly coat each probe with a thin layer of the Binding & Setting Solution. This helps stabilize the weave, protect the delicate materials, and enhance the longevity of the bioluminescence.
- Carefully place the three completed probes in a cool, dark, humid container (e.g., a sealed clay pot with damp sea moss) and allow them to cure and “awaken” for at least one full cycle of tides (approximately 12-13 hours). During this time, the bioluminescence will stabilize into its gentle, rhythmic glow.
- Final Touches and Blessing:
- Gently inspect each probe for flaws. They should feel soft, cool, slightly damp, and resilient. The bioluminescence should be even and responsive to gentle touch or proximity to other life.
- Traditionally, Old Man Finnigan would whisper a small blessing over each set for the well-being of the animals they would touch. Crafters often follow this tradition with their own heartfelt words.
- Harmonious Harvest & Preparation (Typically at low tide, dawn or dusk):
The set of three or four Finnigan’s Gentle Probes is now complete, ready to aid an avatar with suckers in their compassionate interactions with the creatures of Saṃsāra.
Lament of the Sea-Drake
(Finnigan’s Consoling Appendages)
It is recorded, though the script be fragmented and the meanings dance like foam upon a troubled sea, from an age when the great waters of Saṃsāra held mysteries more profound than even the star-sorcerers did ken, there lived upon the salt-scoured cliffs an elder, Finnigan by the naming of men, yet called Wave-Whisper by the sea-sprites and the finned folk, for his soul was attuned to the ocean’s deep sigh and its myriad tiny voices. This Finnigan was not a fisher of great Leviathans, nor a merchant of pearls, but a watcher, a listener, a soother of the aches of creatures both grand and humble.
And Finnigan’s heart, it is told, did ache for those beings of Saṃsāra that bore upon their limbs, or other such parts of their curious anatomies, the circular mouths of clinging, which men often did call suckers. For he saw that these were instruments of great perception, able to taste the very essence of the waters, to feel the tremor of a distant fin, to adhere with a surety that bespoke a deep knowing of that which they touched. Yet, often were these creatures feared, their clinging mistaken for nought but hunger or a will to bind. Finnigan, however, perceived in these adhesive discs a potential for a touch most gentle, a query most subtle.
It came to pass that a great sorrow fell upon the coastal villages near Finnigan’s dwelling. A Sea-Drake of noble lineage, whose scales shimmered with the hues of dawn and whose passage did oft bring favorable currents, had fallen into a languor most dire. It lay beached in a hidden cove, its mighty breaths shallow, its great eyes clouded with an unknown suffering. Healers and beast-masters came, offering herbs and chants, but the Drake would allow none near, its low rumbles of pain turning to roars of warning if any approached with intent to probe or physic it with their clumsy, un-suckered hands.
Finnigan Wave-Whisper, hearing of this, did take with him a young avatar of the Kthylla-folk, one whose many pliant tentacles were themselves adorned with scores of these perceptive discs. This Kthylla, named Lyra, was distrusted by many, for her kind were oft silent and moved in ways alien to the land-walkers. But Finnigan had seen her gentleness with the wounded sea-birds. And upon several of Lyra’s foremost tentacles, Finnigan did carefully fit his new-wrought inventions: small, soft sheaths woven from the living filaments of moon-glow algae and the pliant sinews of deep-sea kelp. These were his “Gentle Probes,” each cap shimmering with a soft, blue-green light, their inner surfaces like unto sea-velvet.
“Go now, child of the currents,” spake Finnigan, his voice like the turning of the tide. “Let not fear guide thee. Let these small lights upon thy feelers be as beacons of peace. Touch the great Drake not with the grasp of taking, but with the question of caring. The Probes will help thy suckers to listen beyond the skin, to perceive the tremor of its hidden woe.”
And Lyra, her heart a mix of trepidation and trust in the old sage, did slip into the waters of the cove. The great Sea-Drake, seeing her approach, let out a mournful hiss, its vast body shuddering. But Lyra moved slowly, her probe-adorned tentacles extended, their soft bioluminescence pulsing with a rhythm like calm waves. As one probe, then another, made contact with the Drake’s immense, scaled flank, the beast did not recoil, but stilled, its great eye fixing upon the gentle, glowing points.
Through the Gentle Probes, Lyra felt not just the heat of the Drake’s fevered skin, but stranger things: a deep, internal vibration that was amiss, a faint, acrid scent clinging to certain scales that the probes seemed to make more discernible to her unique senses, and a tightness in the muscles beneath that spoke of a pain far within. The Probes, it seemed, did translate the raw sensations of her suckers into a language of understanding, an intuitive diagnosis that transcended mere touch. She could feel the frantic, shallow pulse beneath one area, the unnatural coolness of another. The +1 bonus to her innate empathy, granted by the Probes, allowed her to sense the Drake’s profound fear and confusion, not just its physical agony.
With infinite care, using a probe as a guide, Lyra directed Finnigan (who watched from a rock, offering soft-spoken counsel) to a patch of scales that looked only slightly discolored to the un-probed eye. One of the probes, being porous, Finnigan had instructed her to dip in a soothing balm of crushed sea-herbs ere she approached. As she pressed this medicated probe gently to the spot, the Drake let out a long, shuddering sigh, not of pain, but as if a deep pressure had been eased.
It was then, with the aid of the Probes’ enhanced perception, that a minuscule, almost invisible splinter of dark, corrupted sea-wood was found embedded deep beneath a scale, festering and poisoning the mighty creature from within. No normal hand could have found it, nor could any normal eye have seen its subtle effect upon the surrounding tissue without such focused, gentle scrutiny.
The splinter removed, and Finnigan’s balms applied with Lyra’s probe-guided tentacles, the Sea-Drake did slowly recover its majestic vitality. And from that day, the worth of Finnigan’s Gentle Probes became known along the coasts – not as instruments of power, but as tools of profound, perceptive kindness, allowing those blessed (or cursed, as some saw it) with suckers to become healers and comforters, bridging the gap of understanding between the many strange and wonderful beings of Saṃsāra. The Kthylla-folk, once viewed only with suspicion, found some amongst them becoming revered for their gentle touch, all thanks to the wisdom of the Wave-Whisper and his curious, glowing sheaths.
The Moral of this Ancient Telling: The most fearsome of appearances may hide a capacity for the greatest gentleness, and true understanding is often found not by force, but by learning to listen with a tender and perceptive touch.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Finnigan’s Probes of Gentle Succor
- Wondrous item, common (requires attunement by a creature with natural suckers suitable for wearing the probes)
- This item is a set of three small, flexible caps woven from soft, bioluminescent algae and kelp. They are designed to be worn snugly over an avatar’s natural suckers. Their surface is velvety to the touch, and they emit a faint, calming glow.
- To attune to these probes, you must spend 1 minute in quiet contemplation, gently affixing them to your suckers and focusing on empathic connection with the natural world.
- While wearing and attuned to these probes (at least one must be in contact with a creature to use these benefits):
- You gain a +1 bonus to Wisdom (Animal Handling) checks made to calm or understand the emotional state of a beast.
- You also gain a +1 bonus to Wisdom (Medicine) checks made to diagnose a non-magical ailment or injury in a beast through tactile examination using the probes.
- Calming Bioluminescence: As an action, you can cause the probes to glow with a soft, tranquil light (dim light in a 5-foot radius). Beasts with an Intelligence of 3 or less that are not hostile towards you and can see this light become more receptive to your presence. For the next minute, you have advantage on Charisma (Persuasion) checks made to peacefully interact with such beasts.
- Enhanced Tactile Diagnosis: When you use the probes to examine a beast for at least 1 minute, you learn one piece of subtle information about its current physical condition (such as a slight fever, a hidden source of minor pain like a thorn, or unusual muscle tension) that might not be apparent through normal observation.
- The probes are porous and can be used to gently apply salves or liquids to a creature’s skin. They do not grant magical healing but enhance natural methods of care.
Call of Cthulhu (7th Edition)
Finnigan’s Empathic Discs
- A set of three small, pliable discs crafted from what appears to be preserved marine flora – perhaps a blend of bioluminescent algae and flexible kelp. They are designed to be worn over an organism’s natural suckers or similar adhesive appendages. The inner surface is remarkably soft, and the discs emit a faint, soothing luminescence. Their origin is ascribed to a reclusive coastal wise man, Finnigan, known for his unusual rapport with animals.
- (Note: Use of this item assumes the Investigator possesses suitable anatomy, making them distinctly unusual, or that the item is being used by a similarly unique Non-Player Character.)
- To effectively use the discs, the wearer must spend a minute affixing them and entering a calm, receptive state of mind.
- When the Empathic Discs are worn and attuned:
- Animal Empathy: The wearer gains one bonus die when making an Animal Handling roll (or other appropriate skill like Charm if attempting to soothe a non-aggressive, non-Mythos creature).
- Subtle Diagnosis: When carefully examining a creature using the discs for several minutes, the wearer may make a Hard Medicine or Science (Biology/Zoology) roll. If successful, they discern one subtle but important piece of information about the creature’s physical health or distress (e.g., early signs of a common illness, the location of a hidden minor injury, a source of environmental stress). This provides insight but not a cure.
- Calming Glow: The faint bioluminescence from the discs can be calming to many conventional animals. In a low-light situation, using the discs to approach a startled or wary animal might add a +10% bonus to a Stealth roll if the goal is a peaceful approach, at the Keeper’s discretion.
- These discs offer no protection against Mythos entities or the Sanity-shattering truths they may reveal about creature anatomy or behavior if applied to such beings. Their purpose is for understanding and soothing more natural (if sometimes strange) fauna.
Blades in the Dark
Tide-Sage’s Comforts
- (Special Equipment; Worn)
- A set of three soft, woven caps made from glowing algae and treated sea-kelp, designed to be fitted over natural suckers or similar adhesive pads. They shimmer with a gentle, calming light. These are tools for understanding and pacifying beasts, not for combat. They do not take up Load when worn by a character with appropriate anatomy.
- To activate their full potential, you must spend a moment (a few minutes of quiet focus, or 1 stress if done hastily or in a dangerous situation) to attune your senses through them.
- When you wear the Tide-Sage’s Comforts and have attuned them:
- You may gain +1d to your action roll when you Finesse your way past or calm guard animals, or when you Study an animal to understand its disposition, health, or needs.
- Soothing Presence: Your gentle bioluminescence and enhanced empathy improve your effect level when attempting to pacify a distressed or moderately aggressive animal without resorting to violence.
- Diagnostic Touch: Once per score, by carefully examining an animal using the Comforts, you can ask the GM one specific question about its immediate physical condition or primary source of distress (e.g., “Is it injured, and where?” “What is it most afraid of right now?”). The GM will answer truthfully based on what your enhanced senses would reveal.
- These Comforts can also be used to gently apply medicinal oils or poultices, ensuring even distribution.
Knave (2nd Edition)
Sucker Soother Set (3)
- (1 inventory slot for the set. Requires suckers to wear.)
- A set of three small, pliable sheaths made from woven sea-greens that emit a faint, pulsing bioluminescent glow. The inside is velvety. To use, one or more must be worn over your suckers, requiring a Turn (10 minutes) to attune your senses to them.
- Once attuned, for the next hour (or until removed):
- You gain an Asset (advantage) on Wisdom defense rolls made to calm agitated animals or to discern the general mood (e.g., scared, aggressive, content) of a non-hostile creature you are interacting with gently.
- Diagnostic Touch: If you spend a Turn examining a creature with the Soothers, you learn one simple fact about its current physical state (e.g., “running a fever,” “has a tender left foreleg,” “seems hungry/thirsty”). This provides clues, not a full diagnosis of complex issues.
- The gentle glow is calming to most small or non-predatory animals. The GM might grant a positive reaction modifier if you approach such creatures peacefully while the Soothers are visibly glowing.
- The Soothers are slightly porous; you can soak them in a potion or salve to apply it gently to an animal’s skin via touch.
Fate Core System
Finnigan’s Tender Touch
- This item is best represented as an Aspect that requires the character to possess suckers as part of their core concept or another aspect (e.g., “Cephalopod Emissary,” “Bearer of the Tender Sucker-Sheaths”). The aspect itself could be: “My Suckers Read the Silent Woes of Beasts (via Finnigan’s Probes).”
- Mechanics:
- Invoking the Aspect: By spending a Fate Point, a character can invoke their “Finnigan’s Tender Touch” aspect for a +2 bonus or a re-roll. This would apply to Overcome actions when trying to calm a distressed animal (perhaps using Empathy or Rapport), Create an Advantage actions like “Soothed and Trusting Creature” or “Diagnosed Hidden Ailment,” or even to defend against an animal’s fear-based aggression by projecting calm. The one-minute activation involves the character mindfully fitting the probes and attuning their senses.
- Compelling the Aspect: A compel could involve the character feeling an overwhelming urge to help any suffering animal they detect with the probes, even if it puts them in danger. Or perhaps the enhanced sensory input from a particularly alien or diseased creature could be briefly disorienting.
- Stunt: Alternatively, or in addition, the probes could grant a stunt:
- Wave-Whisperer’s Empathy: “Because I wear Finnigan’s Tender Touch over my suckers and take a minute to attune them, I gain a +2 to Empathy when specifically attempting to understand the emotional state of an animal or to perform gentle, palliative care.”
- Diagnostic Insight: “Once per session, after spending a minute examining an animal with Finnigan’s Tender Touch, I can ask the GM one specific question about its current physical condition or primary source of distress (e.g., ‘Is it feverish?’ ‘What is it most afraid of right now?’). The GM will answer based on what my enhanced tactile and empathic senses reveal.”
- The bioluminescent algae and kelp construction, along with the velvety inner lining, are narrative details that explain how this gentle, insightful connection is formed.
Numenera / Cypher System
Symbiotic Bio-Sensors (Set of 3)
- Level: 3 (or 1d6; a lower level suits its subtle, non-combat nature)
- Form: A set of three small, flexible sheaths crafted from bioluminescent, bio-resonant algae and treated kelp, designed to be worn over organic suckers or similar appendages.
- Effect: Requires the wearer to possess suitable biological suckers. The wearer must spend one minute fitting the sensors and allowing them to synchronize with their nervous system and the local environment’s bio-signatures. Once synchronized, for the next hour, the wearer experiences significantly enhanced tactile and empathic perception through the covered suckers.
- Any task involving the direct, gentle interaction with a non-hostile or distressed creature for the purpose of understanding its mood, diagnosing simple physical ailments through touch, or calming it is eased by one step.
- The sensors emit a soft, calming bioluminescence (visible in dim light) when active; this can be consciously brightened or dimmed by the wearer. When actively trying to soothe a frightened creature in dim or dark conditions using the light, the task is eased by an additional step (total of two steps eased).
- The porous nature allows for the gentle application of soothing liquids or numenera-derived unguents through the sensors.
- Depletion: 1 in 1d10 (each time the easing benefit is applied to a particularly significant or challenging interaction, or at the end of the hour of activation, roll a d10; on a 1, the bio-sensors’ resonant properties desynchronize and require a 28-hour period of immersion in nutrient-rich water to recalibrate).
Pathfinder (2nd Edition)
FINNIGAN’S SOOTHING SUCKER SHEATHS ITEM 1
- [UNCOMMON] [MAGICAL] [INVESTED]
- Price 22 gp
- Usage worn over suckers (set of 3); Bulk — (negligible)
- Prerequisites You must have natural suckers on which to wear these sheaths.
- These soft, flexible sheaths are woven from specially treated kelp and filaments of bioluminescent algae. They fit snugly over the wearer’s suckers. A set typically includes three sheaths.
- You must invest these sheaths to gain their benefits, a process requiring 1 minute of focused interaction as you attune them to your empathic senses and the natural energies of your suckers. Once invested, they feel like a natural extension of your own appendages.
- You gain a +1 item bonus to Medicine checks to Treat Wounds on an animal, and to Diplomacy or Nature checks made to Make an Impression on an animal or to calm an animal. This bonus only applies if you are using at least one sheathed sucker to make gentle contact with the animal.
- Activate [one-action] Interact (Command); Frequency once per 10 minutes; Effect You cause the sheaths to glow with a soft, calming bioluminescence (dim light in a 5-foot radius around you) for 1 minute. During this time, animals that are not actively hostile are more receptive to your presence. If you attempt a Diplomacy check to Make an Impression on or Request something non-harmful from such an animal, you treat the result of your check as one degree of success better.
- The sheaths are slightly porous, allowing soothing oils or alchemical balms to be applied through them gently. They offer no combat advantage.
Savage Worlds Adventure Edition (SWADE)
Gentle Grasp Probes (Set of 3)
- Notes: Requires natural suckers to wear. Attunement takes 1 minute of focus after donning. Weight: 0.1 lbs. Cost: 75$ (for a set).
- This set consists of three small, soft caps or sheaths meticulously woven from bioluminescent sea-algae and treated kelp. They are designed to enhance an individual’s ability to gently interact with and understand other animals.
- Effects (while attuned and wearing at least one probe in contact with the target animal):
- Empathic Touch: The wearer gains a +1 bonus to Persuasion rolls when attempting to calm, befriend, or gain the trust of an animal.
- Diagnostic Sense: The wearer gains a +1 bonus to Healing rolls made to diagnose an animal’s mundane illness or injury through gentle tactile examination (this does not allow treatment of Wounds beyond what the Healing skill normally allows, but aids in identifying the problem).
- Calming Glow: The probes emit a faint, soothing bioluminescence. In dim or dark conditions, this light may grant a +1 situational bonus to the animal’s reaction roll when the wearer is approaching peacefully (GM’s call).
- Palliative Aid: Once per session, by making gentle contact with a suffering animal for a few minutes, the wearer can instinctively understand one simple way to alleviate its immediate discomfort (e.g., “it needs fresh water,” “pressure on this spot hurts,” “it’s terrified of the nearby fire”). This understanding may then guide further actions.
- The probes are porous, allowing for the gentle application of medicinal salves through their material. They offer no offensive or defensive combat capabilities.
Shadowrun (6th World)
Bio-Resonance Sucker Sleeves (Set of 3)
- Rating: 3
- Availability: 9R
- Cost: 4,500 nuyen
- Prerequisite: User must possess natural or bio-augmented suckers.
- These are a set of three sleek, flexible sleeves crafted from a bio-engineered kelp-algae composite that interfaces directly with the wearer’s suckers. They incorporate micro-filaments that glow with a soft, calming bioluminescence and enhance sensory feedback.
- Game Mechanics:
- The sleeves require one minute to synchronize with the wearer’s neuro-tactile interface upon first use each day, or after being removed and re-applied. This synchronization lasts for 8 hours.
- Empathic Diagnostics: While synchronized and making gentle contact with an animal via at least one sleeved sucker, the wearer gains 2 Edge when making an Animal Handling skill test to understand an animal’s emotional state or a Biotech/First Aid skill test to diagnose a physical ailment or injury in an animal. This Edge must be used on that test.
- Soothing Bioluminescence: As a Minor Action, the wearer can cause the sleeves to pulse with a gentle, calming light. If used while interacting with a non-hostile or merely frightened animal in dim light, the next social skill test (e.g., Con, Negotiation with an animalistic sapient) made by the wearer against that animal before the end of their next turn gains a +1 dice pool bonus.
- Enhanced Sensory Input: Once per synchronized period, when examining an animal, the wearer automatically discerns one subtle but key piece of information about its physical condition (e.g., a slight fever, a hidden abrasion, an area of muscle tension) that would normally require a successful Perception test with 2 hits or more.
- The sleeves require one minute to synchronize with the wearer’s neuro-tactile interface upon first use each day, or after being removed and re-applied. This synchronization lasts for 8 hours.
- These sleeves are for palliative and diagnostic interaction with animals, not for enhancing combat grip.
Starfinder
Bio-Kelp Sensory Array (Set of 3)
- Level 3; Price 1,600 credits
- Bulk L (for the set); Hands — (worn on suckers)
- Category Hybrid Item (biological and technological components)
- Prerequisite: User must possess natural suckers.
- This array consists of three flexible, bioluminescent sheaths woven from genetically engineered kelp imbued with microscopic sensors and empathic resonators. They are designed to fit over an organism’s natural suckers.
- Game Mechanics:
- The Bio-Kelp Sensory Array requires 1 minute of focused interaction for the sensors to attune to your physiology and the ambient environment. This attunement lasts for 4 hours or until the sheaths are removed.
- While attuned and wearing at least one sheath:
- You gain a +2 item bonus to Life Science checks made to understand the emotional state, behavior, or basic health of an animal you are touching with a sheathed sucker.
- You gain a +2 item bonus to Survival checks made to handle an animal peacefully or provide it with simple palliative care (like cleaning a wound or setting a minor sprain).
- Calming Illumination: As a move action, you can cause the array to emit a soft, pulsing bioluminescent light. If an animal (with an Intelligence of 1 or 2) is within 10 feet of this light and you are not acting hostile towards it, it must succeed at a Will save (DC = 10 + half your character level + your key ability score modifier relevant to Life Science or Survival) or be fascinated for 1 round. A creature fascinated by this light takes a –2 penalty to Perception checks.
- Porous Application: The sheaths are porous and can be pre-soaked with one dose of a liquid therapeutic (like an antitoxin or healing serum). If you successfully use the Medicine skill to treat an animal while it is touched by a pre-soaked sheath, you can deliver the therapeutic as part of that action.
- While attuned and wearing at least one sheath:
- The Bio-Kelp Sensory Array requires 1 minute of focused interaction for the sensors to attune to your physiology and the ambient environment. This attunement lasts for 4 hours or until the sheaths are removed.
Traveller (Mongoose 2nd Edition)
Bio-Contact Empathy Probes (Set of 3) TL-10
- Mass: 0.1 kg (for the set of three and a small applicator/case)
- Cost: Cr 1,500
- Prerequisite: User must possess suitable biological suckers or equivalent tactile appendages.
- This kit contains three small, highly flexible probes made from a synthetic bioluminescent polymer designed to mimic organic tissues. They adhere gently to suckers and are equipped with micro-sensors.
- Game Mechanics:
- The probes require a one-minute calibration sequence to interface with the wearer’s tactile senses and the local atmospheric conditions. One calibration lasts for one hour of active use.
- Enhanced Interaction: While calibrated and making contact with an animal via at least one probe, the wearer gains DM+1 on any Animal Handling checks made to soothe, understand the disposition of, or provide basic care to an animal.
- Diagnostic Touch: The wearer gains DM+1 on Medic checks specifically for diagnosing illnesses or injuries in animals through tactile examination with the probes. By spending 10 minutes of careful examination, the user can automatically identify one common, non-complex ailment or the location of a minor injury.
- Soothing Glow: The probes emit a faint, variable bioluminescence (controlled by the wearer’s focused intent after calibration). This light is considered to have a calming effect on most non-aggressive animals. In situations where an animal’s fear or agitation is a factor, the Referee may grant an additional DM+1 to social interaction checks if the probes’ light is used effectively.
- The probes require a one-minute calibration sequence to interface with the wearer’s tactile senses and the local atmospheric conditions. One calibration lasts for one hour of active use.
- These probes are intended for peaceful interaction and basic veterinary aid, not for aggressive purposes.
Warhammer Fantasy Roleplay (4th Edition)
The Old Man’s Mercy Grips (Set of 3)
- Encumbrance: 0
- Availability: Rare (due to the specific need and unusual crafting)
- Price: 7 GC
- Special: These grips can only be effectively used by individuals possessing natural suckers or similarly prehensile, adhesive appendages.
- These are three small, soft caps or sheaths, reputedly first woven by a reclusive Bog Reik hermit known only as “Old Finnigan,” who had an unnatural empathy with marsh creatures. They are made from phosphorescent river reeds, treated newt skin, and the silken threads of giant marsh spiders, emitting a faint, eerie green glow.
- Game Mechanics:
- The wearer must spend a minute carefully fitting the Mercy Grips and focusing their mind on peace and empathy, allowing the strange materials to attune to their touch. This attunement lasts for one hour.
- While attuned and using the grips to gently touch an animal:
- Gain a +10 bonus to Animal Care Tests specifically for diagnosing simple ailments or injuries.
- Gain a +10 bonus to Charm Animal Tests when attempting to soothe or calm a distressed or frightened beast (not one enraged by Chaos or dark magic).
- Diagnostic Insight: Upon a successful Animal Care Test to diagnose an animal while using the grips, the wearer gains an additional +1 Success Level due to the clarity of tactile information received (e.g., feeling for fever, swelling, or the faint flutter of a trapped marsh-fly).
- Eerie Calm: The faint, otherworldly glow of the grips, combined with the wearer’s focused empathy, can be unnerving to humanoids but strangely calming to mundane beasts. Once per attunement period, if an animal is mildly aggressive due to fear or territoriality (not true ferocity or corruption), the wearer may attempt a Charm Animal Test as if the animal had one less point of its highest Characteristic (typically Strength or Willpower) influencing its resistance.
- While attuned and using the grips to gently touch an animal:
- The wearer must spend a minute carefully fitting the Mercy Grips and focusing their mind on peace and empathy, allowing the strange materials to attune to their touch. This attunement lasts for one hour.
- These grips offer no physical protection and do not enhance the adhesive strength of suckers for other purposes. The knowledge gained from diagnosing creatures touched by Chaos may, of course, have its own dire consequences.
