Lore
The origins of this item are traced back to a disgruntled gnome artificer named Pipkin who worked in the bustling industrial districts of the central city of Selnus. Pipkin was known for his extreme irritability and his inability to tolerate the “incessant chirping” of his neighbors’ pet songbirds. He spent weeks in his workshop, fueled by magic-infused steam and sheer spite, crafting a device that would manifest his internal state into the physical world. He intended for the device to be a personal deterrent, but he found that the more aggravated he became, the more the item hummed with arcane potential. Eventually, Pipkin vanished during a particularly bad magic storm, leaving behind only this item and a note that simply read, “I hope you all find this as annoying as I do.”
Description
This item is a jagged, perpetually vibrating brooch made of rusted copper and chipped purple quartz. The quartz pulse with a faint, erratic violet light that seems to sync with the wearer’s pulse, especially when their heart rate rises due to frustration. It emits a constant, high-pitched metallic whine—barely audible to some, but maddening to those with sensitive hearing. The edges of the copper are intentionally uneven, often snagging on fabric and causing minor, irritating scratches to the wearer’s skin.
Stats
- Tier: 1
- Rarity: Common
- Armor Check (AC): 1 (Limited by divine law to 3 per level)
- Slot: Sash (Badge/Pin)
- Resilience: 10
- Health Points: (Avatar’s Maximum HP) + 10
Skills Gained (Openly Worn)
- Intimidation: +1 temporary skill point. The wearer’s visible irritability and the brooch’s unsettling hum make others uneasy during negotiations.
- Resilience: +1 temporary skill point. Constantly dealing with the brooch’s minor stings and noise builds a stubborn mental fortitude.
Passive Magics
- Vibration of Vexation: While worn, the brooch creates a 5-foot radius of minor auditory discomfort. Mundane insects and small feral beasts (non-sentient) avoid the wearer, finding the frequency intolerable.
- Snagging Aura: The item possesses a minor localized gravity distortion that causes loose threads, hair, and light fabrics within 1 inch to become entangled in its jagged copper filigree, ensuring the wearer remains in a state of mild physical annoyance.
Active Magics
- Burst of Irritation (Normal Casting): As an action, the wearer focuses their frustration through the quartz focus. The brooch releases a sharp, discordant “ping” of magical sound. One target within 30 feet must succeed on a saving throw (DC 15) or suffer a -2 penalty to their next skill check as they are momentarily distracted by a sudden, intense itch behind their ears.
- Focused Grievance (Ritual Casting): By reciting a list of personal annoyances for more than 6 seconds, the wearer can double the range of the Vibration of Vexation for 10 minutes. During this time, the ultraviolet glow of the quartz (visible to those with True Sight) brightens significantly, indicating the build-up of magical pressure.
Tags
originally made by: Pipkin, modified by: none, accessory, sash item, badge, auditory, cursed, industrial, copper, quartz, tier 1, common, annoying, erratic, jagged, metallic, spite-fueled, vibration, violet-glow, spite, vexation, discordant, unrefined
Acquisition and Commerce of the Shard of Aggravation
The acquisition of Item 4821 of Aggravation typically occurs through the discovery of discarded personal effects or as a specialized reward for dealing with eccentric industrial artisans. Because the item was originally born from a specific act of spite by the artificer Pipkin, it is often found in the “lost and found” bins of steam-powered factories or recovered from the wreckage of workshops following a magic storm. In some instances, an avatar might acquire this item by successfully possessing a low-tier creature that had scavenged it from a scrap heap, as the item’s vibration is often mistaken for a functional component of a larger machine.
Merchant Venues and Specialized Shops
This item is primarily found in two types of establishments within the island nations:
- Curio and Oddity Shops: Located in the cramped, steam-filled alleys of larger cities like Selnus, these shops specialize in items that are technically magical but functionally niche. The proprietors of these shops often treat such items as conversation pieces or “white elephants” that they are eager to move out of their inventory. The atmosphere in these shops is usually cluttered, with items hanging from the ceiling and shelves overflowing with brass gears and magic crystals.
- General Industrial Surplus Outlets: Because the brooch is made of copper and quartz and emanates a constant vibration, it is frequently misclassified as a “resonant dampener” for steam valves. In these high-traffic, warehouse-style shops, the item is sold alongside mundane tools, belts, and pulleys. The clerks here are often unaware of its specific history or the irritation it causes to the wearer, viewing it merely as a tier 1 magical accessory.
Trade Values and Economic Realities
In the world of Saṃsāra, the price is always subject to the seller’s whim and the buyer’s level of desperation or ignorance.
- In a Central City Curio Shop: A savvy merchant who recognizes the quartz as a magic focus may attempt to sell the item for 80 to 120 Silver. They will emphasize its “unique character” and its ability to ward off insects to justify the price.
- In an Industrial Surplus Outlet: If found among bins of discarded machinery, the item might be priced as low as 40 to 60 Silver. The seller in this context likely views it as a defective component and is willing to accept almost any offer to clear the shelf space.
- Rural or Remote Trading Posts: In areas far from the industrial hubs, where access to any magical item is limited, the price may inflate significantly. A trader 3,000 miles from the central city might demand 2 to 5 Gold, taking advantage of the “buyer beware” nature of the market and the lack of competing vendors.
- Resale Value: When an avatar attempts to sell this item, they should be prepared for a difficult negotiation. Most reputable guild masters or established shopkeepers will quickly realize the item is as annoying as it is useful. A common resale price offered to players is often 20 to 30 Silver, or perhaps a simple exchange for a water skin and a few days of rations if the merchant is feeling particularly uncharitable.
Metaphysical Applications of Aggravation in Roleplay
The use of Item 4821 of Aggravation requires an avatar to lean into the discomfort and irritation the object provides, turning a personal nuisance into a tool for survival and tactical advantage. Depending on the environment and the intensity of the situation, the roleplay of this item shifts between a passive deterrent and an active disruption of an opponent’s focus.
Tactical Defense through Sensory Denial
In a defensive capacity, the brooch is used to create a “bubble of avoidance” around the wearer. Because the item emits a high-pitched metallic whine and a constant vibration, the roleplay focuses on the psychological and biological toll this takes on those nearby.
- In Cramped Urban Environments: When navigating narrow alleyways or crowded markets, the avatar can roleplay the activation of the Vibration of Vexation. By leaning into the physical itch caused by the brooch, the wearer radiates an aura of unapproachability. Guards and pickpockets alike find their eyes watering or their ears ringing when they get too close, causing them to subconsciously step back and provide the avatar with a wider berth than they would otherwise have.
- In Feral Wilderness Areas: Against non-sentient beasts or swarms of insects, the defense is more biological than psychological. The avatar can roleplay the brooch snagging on their clothing, using that moment of frustration to fuel a ritual chant. The resulting sound frequency becomes a physical barrier for small creatures, causing insects to veer away and predators to hesitate, finding the “prey” to be vibrating at a frequency that suggests it is either toxic or mechanically unstable.
- In Guarded Safe Areas: Even where AC is tripled, the brooch provides a social defense. The wearer can roleplay being so visibly “done” with the day that NPCs find it easier to grant a request or provide a room for the night just to stop the persistent humming coming from the avatar’s sash.
Offensive Disruption and Manifested Spite
Offensively, the item is not a weapon of brute force but one of psychological warfare and tactical distraction. It is used to break the concentration of foes and create openings for more traditional attacks.
- Industrial and Factory Settings: Amidst the clanking of gears and the hiss of steam, the wearer can use a Burst of Irritation to mimic the sound of a failing valve or a snapping chain. The roleplay involves the avatar timing their magical “ping” with the target’s most critical moment—such as when an enemy is preparing an action or aiming a ranged weapon. The sudden, phantom itch behind the target’s ear serves as a narrative explanation for why their attack misses or why they lose their footing on a slick catwalk.
- Open Field Combat: When engaged in a party, the avatar utilizes their Tier Dice to bolster the effectiveness of the brooch. By shouting a list of grievances—a ritual casting—the avatar forces their frustration into the world. This can be roleplayed as the violet light of the quartz flashing with every shouted complaint. Foes within range find themselves unable to maintain a clear “Mind’s Eye” view of the battlefield, as the discordant noise makes it impossible to focus on the stats and tiers of their opponents.
- Social and Political Intrigue: During a heated debate or a negotiation with a Guild Master, the wearer can use the Snagging Aura offensively. By standing close to an opponent, the wearer can roleplay the brooch “accidentally” snagging on the official’s fine silk robes or expensive lace. The resulting physical snag and the constant hum of the brooch can be used to goad the opponent into an emotional outburst, causing them to lose face or make a tactical error in the conversation.

Perception of Activation:
- User’s Perspective
- The moment the activation is triggered, a sharp, cold tingle begins at the point of contact on the chest or shoulder, crawling up the neck like a shivering insect.
- The persistent, low-grade humming in the user’s ears suddenly spikes into a piercing, discordant whine that feels as though a thin glass needle is being pressed into the eardrum.
- Visually, the user’s peripheral vision vibrates with a frantic, violet static that pulses in time with their own rising heartbeat and mounting frustration.
- A metallic, ozone-heavy taste fills the back of the mouth, accompanied by a sudden, inexplicable itch deep beneath the skin that cannot be scratched.
- Observer’s Perspective
- Observers see the chipped purple quartz erupt in a jagged, flickering violet radiance that casts long, twitching shadows against the environment.
- The rusted copper frame begins to visibly tremble, causing the surrounding fabric of the user’s garment to ripple as if caught in a localized gale.
- A high-pitched, metallic “ping” resonates through the air, followed by a sound similar to a fingernail dragging across a chalkboard, forcing nearby individuals to wince or grind their teeth.
- The wearer’s silhouette appears slightly blurred or distorted at the edges, as if the air itself is becoming frayed and agitated around their form.
- Extra-Sensory Perceptions (Mind’s Eye and Beyond)
- True Sight: To those with True Sight, the brooch appears as a blinding, ultraviolet sun of “noisy” energy. The light is not smooth but consists of thousands of splinter-like rays that seem to poke at the magical weave of the area.
- Blind Sight: Through echolocation, the brooch manifests as a “dead zone” of chaotic vibration. The constant frequency pings back as a fuzzy, impenetrable blur, making it difficult to pinpoint the wearer’s exact physical boundaries.
- Soul Sight: The avatar’s soul appears momentarily jagged and “spiky,” with the violet energy of the item wrapping around the soul’s outer layer like a crown of thorns, reflecting the internal state of aggravation.
- Tremorsense: Burrowing creatures or those sensitive to ground vibrations perceive a localized, rhythmic thrumming through the floorboards or earth, as the item’s mechanical vibration transfers through the avatar’s feet.
- Positives
- The chaotic sensory output acts as a perfect screen against mental intrusion; the “noise” makes it incredibly difficult for telepaths or mental influencers to find a clear path into the user’s thoughts.
- The physical discomfort serves as an adrenaline catalyst, keeping the avatar hyper-alert and preventing the onset of magical or mundane lethargy.
- The sheer unpleasantness of the activation creates a reliable psychological barrier that discourages physical contact or close-quarters confrontation from sentient foes.
- Negatives
- The persistent sensory assault leads to a lingering “dull headache” (debuff) that persists for several minutes after the active magic ceases.
- The high-pitched frequency makes it impossible to perform any task requiring stealth or delicate social grace while the item is active.
- The agitation of the magical weave can occasionally attract the attention of creatures sensitive to wild magic or those who feed on discordant arcane energy.
Blueprint for the Resonant Shard of Aggravation
Materials Needed
- 1 unit of Low-Grade Oxidized Copper: Must be weathered and prone to splintering; purified copper is too stable to hold the discordant frequency.
- 3 to 5 Small Chipped Purple Quartz: These act as the magic crystalline cells’ housing. They should have internal fractures to better refract the erratic violet light.
- 1 vial of Acrid Industrial Slag: A byproduct of magic-steam refineries, used to coat the copper and ensure the “Snagging Aura” remains active.
- 1 bundle of Coarse Iron Wire: To bind the quartz to the copper frame in an intentionally uneven and uncomfortable configuration.
- A Fragment of Spite: A metaphysical component required during the cooling process—the crafter must focus on a specific, nagging grievance.
Tools Required
- Steam-Powered Forge: To soften the copper just enough to allow the iron wire to bite into the surface.
- Fine-Tipped Etching Stylus: For inscribing the minor magic circuits that facilitate the “Burst of Irritation” spell focus.
- Pneumatic Vice: Necessary to hold the vibrating copper frame steady during the assembly of the jagged edges.
- Acoustic Tuning Fork: Set to a discordant, non-harmonic frequency to prime the quartz crystals during their attunement.
Skill Requirements
- Alchemy (Trained): Minimum level 1 to handle the acrid slag and ensure the chemical reaction with the copper creates the desired irritating oxidation.
- Magical Crafting (Trained): Minimum level 1 to properly seat the quartz and connect them to the magic flow of the wearer’s “Mind’s Eye.”
- Mechanical Engineering: Basic knowledge of steam-transmission is helpful to understand how to maintain the constant vibration without the use of an electrical motor.
Crafting Steps
- Preparation of the Base: Shape the oxidized copper into a jagged, uneven shard. Do not smooth the edges; the goal is to create as many points for fabric snags and skin irritation as possible.
- Priming the Crystals: Place the fractured quartz in a bath of industrial slag. Use the acoustic tuning fork to vibrate the liquid at a high, unpleasant pitch for one hour, forcing the crystals to absorb the discordant energy.
- Inscribing the Circuits: Using the etching stylus, carve erratic, non-linear magic paths into the copper base. These circuits should mimic the chaotic patterns of a magic storm to ensure the “Vibration of Vexation” is self-sustaining.
- The Binding Ritual: Wrap the iron wire around the copper and quartz with intentional haste and lack of precision. This creates the “jagged” aesthetic and ensures the item feels “wrong” to the touch.
- The Infusion of Spite: While the item is still warm from the forge, the crafter must perform a Normal Chanting spell, reciting a list of trivial but deeply annoying grievances. This binds the magical “noisy” energy to the copper.
- Final Attunement: Once the item begins to emit its high-pitched whine and the quartz pulses violet, the crafter must hold it for a full minute (ignoring the health loss from the tier-mismatch if applicable) to finalize the bond of aggravation.
Short Metal-Worker Pipkin and Jewel of Endless Scratching
In the time of many before-years, within the tall stone walking-paths of the center city named Selnus, there existed a small person of the gnome-blood. His naming-sound was Pipkin. He was a crafter of the steam-wheels and the magic pipes, but his soul-vessel held the great mad in its chest meat. Pipkin was a man who preferred the silent air, but the living-box he rented from the crown-wearers was situated directly beside the living-box of the keepers of the singing flying-beasts.
These beasts of feathers made the loud chirp-noises during the early-n-day and the morning. It is a known truth of the physical world that the vessel of the soul gains nothing of the health from a rest that is short. Pipkin required the long sleep to mend the weariness of his body, but the flying-beasts made the long sleep a dream of lies. The noise pierced the walls of wood and struck his ear-drums with the force of many tiny hammers. Pipkin felt his heart-water boiling. He decided with his thinking-brain that he would forge a vengeance of sound.
He journeyed to the place of discarded steam-leavings. He looked with the Eye of his Mind at the piles of broken making-things. He did not seek the good metal. He sought the sick metal. He found a piece of copper that was heavily diseased with the green rust and the jagged edges of a bad breaking. The Eye of his Mind read the unseen words of the copper, and it told him the copper was full of the spite. Next, he found the purple stones of quartz. They were not whole. They had been chewed by the crushing-gears and were full of the internal cracking.
Pipkin returned to his fire-room. He pushed the fire of the elemental flame into the water of the elemental ice to make the steam of moving wheels. He did not use the smooth tools. He used the tools of bending and forcing. He took the iron string and tied the broken purple stones to the sick copper. He did not make the edges soft. He left the teeth of the copper sharp, so they would bite the cloth and the skin of whoever touched it.
When the shape was formed, Pipkin prepared the magic. He poured the hot rock-juice of the industrial slag over the binding. While the juices were making the smoke of bad smells, Pipkin performed the Normal casting of words. He did not chant the beautiful songs. He spoke a list of things that gave him the great annoyance. He spoke of the singing flying-beasts, the wet shoes in the rain-time, the soup that is too hot for the tongue, and the neighbors who breathe too loudly. He spoke these things with the hand flourishing of supreme disrespect.
The magic crystalline cells within the broken purple rocks drank the disrespect. They began to shine with the violet light of the headache. The item awoke. It immediately began to make the noise. It was a noise like a fingernail dragging upon the slate of a writing-board, mixed with the whining of a steam-pipe that is about to explode into pieces. The aura of snagging was birthed into the room. Immediately, the loose strings of Pipkin’s work-garments were pulled into the jagged copper teeth, causing him to stumble and strike his leg upon the work-table.
Pipkin had the smiling mouth, but his eyes were wide with the stinging. He took the jagged brooch and fastened it to the colored sash upon his chest. The copper bit through the sash and scratched his skin, but the spite in his heart was stronger than the pain of his flesh.
He walked out of his living-box and stood in the walking-path. The brooch vibrated with the heavy vexation. The unseen light of the ultraviolet struck the air. The singing flying-beasts in the neighboring living-box ceased their chirp-noises. They threw themselves against the wires of their cages in the great terror of the chaotic frequencies. The small crawling bugs of the dirt fled the walking-path.
The keepers of the birds emerged from their door. They held their hands over their ear-flaps and made the faces of consuming the sour fruit. They shouted at the short metal-worker, demanding he cease the weapon of invisible stabbing. But Pipkin only laughed the laugh of a coughing dog. He forced his frustration into the quartz, performing the ritual of shouting to double the distance of the bad sound. The violet light flashed. The neighbors fell to their knees, their skill of standing greatly reduced by the sudden itch behind their hearing-holes.
Yet, the victory of Pipkin was a victory of the burning house. The brooch of aggravation did not spare its maker. The constant buzzing shook his bones. The snagging aura pulled his own hair. The health points of his avatar were dripping away like water from a punctured skin-bag. The headache was absolute. He tried to unfasten the brooch, but his hands were shaking from the discord, and the iron wire had tangled itself completely into the fibers of his sash.
In that moment of supreme, mutual suffering, the sky above Selnus darkened. A storm of the wild magic, drawn by the intense concentration of the chaotic spell-focus, descended upon the alleyway. The winds of strange colors whipped through the stone paths. The magic storm grabbed the discordant energy of the purple quartz. There was a blinding flash of the deep purple light, a sound of reality tearing like an old rag, and the wind ceased.
When the keepers of the birds uncovered their eyes, the short metal-worker Pipkin was no longer standing in the path. He had been taken by the wild magic into the nothingness. All that remained upon the cobblestones was the jagged copper brooch, still humming its terrible song, and a piece of scratching-paper that had fallen from his pocket. The paper held the final words of the gear-man: “The hope is that all have the annoying same as me.”
The moral of the story: He who builds the trap of terrible noises must also live inside the house of the ringing ears.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) The Discordant Pin of Pipkin
- Item Type: Artifact (Modern or Gaslight)
- Description: A rusted copper brooch with a jagged, violet crystal. It emits a constant high-pitched frequency that causes minor nosebleeds and extreme irritability in those nearby.
- Game Mechanics:
- Sanity Loss: 0/1D2 Sanity points upon first hearing the whine or witnessing the erratic ultraviolet pulse.
- Passive Effect (Aggravation Aura): All individuals (including the wearer) within 5 yards suffer a penalty die to all Listen and Charm rolls due to the maddening distraction of the whine.
- Active Effect (Psychological Spike): The wearer may spend 1D4 Magic Points to force the crystal to flare. One target within 10 yards must succeed on a Hard POW roll or suffer a penalty die on their next action as they are overwhelmed by a sudden, localized neurological “itch.”
- Negative Side Effect: For every hour the item is worn, the user must succeed on a CON roll or suffer 1 point of damage from the physical toll of the ultrasonic vibrations.
- Syntax: The wearer must hold the pin and focus on a personal grievance to activate the Psychological Spike.
Blades in the Dark The Artificer’s Spite-Shard
- Item Type: Arcane/Gadget (Fine)
- Description: A jagged copper badge that vibrates with a discordant spectral frequency. It snags on everything it touches.
- Game Mechanics:
- Tier: 1 (Fine Quality)
- Load: 0 (If pinned to a cloak/sash)
- Passive (Snagging Hazard): When you are in a scuffle or climbing, the item might snag on your surroundings. If you roll a 1-3 on an action, the GM may offer a Devil’s Bargain: “You succeed, but the shard snags your clothes, leaving you entangled or tearing your fine cloak.”
- Active (Spectral Interference): Push yourself (2 stress) to activate the shard’s erratic frequency. This counts as a Potency bonus when attempting to distract guards or disrupt a rival’s concentration during a social negotiation or a ritual.
- Harm: Long-term use results in Level 1 Harm: “Splitting Headache.”
- Syntax: Used during a Score as a specialized tool for Sabotage or Social Deception.
Dungeons & Dragons (5th Edition) Item 4821: The Shard of Minor Vexation
- Wondrous Item, Common
- Description: This jagged copper brooch pulses with a faint violet light and emits a constant, high-pitched hum.
- Game Mechanics:
- Armor Class: While wearing this item on a sash or cloak, your AC is 13 + your Dexterity modifier if you are not wearing armor, but you cannot benefit from shields while the item is active due to the constant vibration.
- Passive (Vexing Hum): You have a -2 penalty to Stealth checks and a +1 bonus to Intimidation checks.
- Active (Distracting Itch): As an action, you can target one creature you can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next ability check it makes before the start of your next turn.
- Ammunition Reclamation: If you use this item to help search a battlefield, you gain advantage on checks made to reclaim used ammunition.
- Restriction: You cannot benefit from a Short Rest while wearing this item; it must be removed to allow the soul to quiet.
- Syntax: Requires Attunement.
Knave (2nd Edition) The Jagged Brass of Pipkin
- Item Type: Wondrous Item (1 Slot)
- Description: A rusted brass pin with a sharp purple stone. It feels warm and stings the skin.
- Game Mechanics:
- Armor: This item counts as a Shield (+1 AC) but does not occupy a hand; instead, it occupies 1 equipment slot and is worn.
- Passive (Irritant): Any creature attempting to pick your pocket or grapple you takes 1 point of piercing damage from the jagged edges. You cannot be surprised by mundane creatures as the hum changes pitch when others approach.
- Saving Throw: When you are targeted by a spell that requires a mental saving throw (Intelligence, Wisdom, or Charisma), you have Advantage on the roll as the physical irritation of the brooch keeps your mind anchored in reality.
- Durability: If the item takes 10 points of damage, it shatters.
- Syntax: If you roll a 1 on any check while wearing this, the item snags, and you lose your next move action un-snagging yourself.
Fate (Core/Condensed) The Shard of Persistent Vexation
- Item Type: Personal Extra/Stunt
- Description: A vibrating copper badge that hums at a frequency that makes everyone in the room slightly more inclined to argue.
- Game Mechanics:
- Aspect: It Just Won’t Stop Humming. This aspect can be invoked to gain a +2 bonus when intimidating others or resisting mental manipulation (the noise is too loud for them to get into your head). It can be compelled by the GM to make you stand out when trying to be stealthy or to cause you to lose your cool in a delicate social situation.
- Stunt (Burst of Spite): Once per session, you can use the shard to create a Distracted by Itching advantage on a target within your zone with a +2 bonus, representing a sudden magical flare of aggravation.
- Syntax: The player may choose to pay a Fate Point to invoke the item’s aspect for a bonus or accept a Fate Point when the item’s nature causes a complication.
Numenera & Cypher System The Resonant Spite-Pin
- Item Type: Cypher (Level 1d6)
- Description: A small, jagged piece of ancient copper-colored synth and a cracked purple crystal that vibrates with a low-level transdimensional frequency.
- Game Mechanics:
- Level: 1d6
- Wearable: Pin or brooch.
- Effect (Passive): While worn, the difficulty of all Intimidation tasks is decreased by one step. Conversely, the difficulty of all Stealth and Persuasion tasks is increased by one step due to the distracting whine and the wearer’s visible agitation.
- Effect (Active): The wearer can “crank” the vibration to its limit. For one minute, any creature within immediate range must succeed on an Intellect defense roll or have the difficulty of all their tasks increased by one step as they are overwhelmed by a phantom, maddening itch and the ultrasonic noise.
- Depletion: 1 in 1d20 (The crystal shatters into useless dust).
- Syntax: As a cypher, this is a single-use or limited-use item that occupies one of the character’s cypher slots.
Pathfinder (2nd Edition) Item 4821: Brooch of the Grumbling Smith
- Item Type: Wondrous Item, Level 1
- Description: This rusted copper brooch is jagged and uncomfortable to the touch. It pulses with a faint violet light and emits a constant, high-pitched metallic whine.
- Game Mechanics:
- Usage: Worn (Sash or Cloak); Bulk: L
- Armor Class: The brooch provides a +1 item bonus to AC, but its constant vibration imposes a -1 penalty to all Stealth checks and Diplomacy checks.
- Activate (Single Action – Concentrate): The wearer focuses on a grievance. One creature within 30 feet must attempt a DC 15 Will save.
- Success: The creature is unaffected.
- Failure: The creature is Sickened 1 as a magical, intense itch and a piercing sound distract their senses.
- Special: If the wearer uses their True Name during the activation, the DC increases by 2.
- Syntax: This item follows the standard rules for invested magical items.
Savage Worlds (Adventure Edition) Pipkin’s Jagged Badge
- Item Type: Weird Science / Arcane Device
- Description: A copper-and-quartz badge that looks like it was made in a hurry and feels like it wants to snag your soul.
- Game Mechanics:
- Rank: Novice
- Attributes: The badge acts as a piece of light armor providing +1 Armor.
- Minor Hindrance (Vexing): The wearer gains the Ugly Hindrance (representing their constant state of aggravation) and the Noisy Hindrance while the badge is openly worn.
- Power (Disruption): As an action, the wearer can spend 1 Power Point (recharged by the item’s internal vibration) to activate the Lower Trait power, targeting a foe’s Smarts or Spirit. The narrative effect is a sudden, maddening distraction and physical discomfort.
- Critical Failure: On a roll of 1 on the activation die, the item snags the wearer’s skin, causing a level of Fatigue that lasts until the end of the encounter.
- Syntax: The item has a pool of 5 Power Points that recharge at a rate of 1 per hour.
Shadowrun (6th Edition) The Glitch-Circuit Brooch
- Item Type: Awakened Curio / Focus
- Description: A jagged piece of copper-plated circuitry housing a cracked, glowing violet crystal. It emits a high-pitched digital whine that irritates both the ears and the local Matrix grid.
- Game Mechanics:
- Type: Minor Enchantment
- Passive (Aggravated Static): While the brooch is active, the wearer and anyone within 2 meters suffer a -1 dice pool penalty to all Stealth and Perception (Hearing) tests. However, the wearer gains a +1 dice pool bonus to Intimidation tests.
- Active (Neural Itch): As a Minor Action, the wearer can flare the crystal. One target within 10 meters must resist with Willpower + Logic. If they fail, they suffer a -1 dice pool penalty on their next Complex Action due to a sudden, phantom neural itch.
- Wireless Bonus: If connected to the Matrix, the whine creates “noise” for anyone attempting to use the Snoop or Trace Icon actions against the wearer, increasing the Noise rating by 2.
- Negative: If the wearer rolls a Glitch while the item is active, the brooch snags their gear, requiring a Simple Action to untangle.
- Syntax: This item occupies a “Clothing” slot and must be worn to provide benefits.
Starfinder (2nd Edition / Playtest) Item 4821: Resonant Spite-Module
- Item Type: Magic Item / Tech-Augment (Level 1)
- Description: A jagged copper-alloy badge containing a fractured solarian crystal. It hums with a discordant frequency that disrupts both biological and mechanical sensors.
- Game Mechanics:
- Slot: Armor Upgrade (1 slot) or Clothing (Pinned)
- Armor Class: Provides a +1 enhancement bonus to KAC, but imposes a -2 penalty to Stealth checks.
- Activate (Standard Action – Focus): You channel your frustration into the crystal. One creature within 30 feet must succeed at a Will save (DC = 10 + your level + your key ability modifier) or become Harried until the end of your next turn as they are distracted by a piercing ultrasonic sound and a maddening itch.
- Reclamation: If you spend 10 minutes searching a battlefield after combat, you can recover 50% of any expended physical ammunition.
- Syntax: This item uses the Invested and Magical traits.
Traveller (2nd Edition – Mongoose) The Ancient Resonant Badge
- Item Type: Unusual Tech / Artifact
- Description: A jagged badge of unknown copper-like alloy. It emits a constant frequency of 17.4 kHz, which is maddening to most sophonts.
- Game Mechanics:
- Tech Level (TL): 12 (Anomalous)
- Passive (Psychological Strain): Anyone within 3 meters of the badge (including the wearer) suffers a -1 DM to all SOC and EDU based checks due to the persistent, irritating noise.
- Active (Sonic Disruption): By manipulating the jagged edges, the wearer can cause a momentary surge. A target within 10 meters must make a Difficult (10+) END check. Failure results in a -2 DM to their next task as they suffer a sudden, sharp migraine and localized skin irritation.
- Weight: Negligible.
- Syntax: The item is pinned to a uniform or vac-suit. It requires no power source, appearing to draw energy from local kinetic vibrations.
Warhammer (Fantasy Roleplay 4th Edition / 40k Imperium Maledictum) The Warp-Tainted Shard of Spite
- Item Type: Minor Artifact / Cursed Curio
- Description: A jagged, rusted copper brooch that pulses with an unhealthy purple light. It smells of ozone and bitter disappointment.
- Game Mechanics:
- Traits: Disgusting, Noisy.
- Passive (Constant Vexation): The wearer gains a +10 bonus to Intimidation Tests but suffers a -10 penalty to all Stealth and Charm Tests.
- Active (Manifest Spite): The wearer may attempt a Challenging (+0) Willpower Test as an Action. On a success, one target within 10 yards is distracted; the target suffers a -10 penalty to their next Test as they are plagued by a sudden, maddening itch and a piercing mental scream.
- The Price of Aggravation: If the wearer rolls a double on any Test while wearing the brooch, they suffer 1 Wound (ignoring Armor) as the copper snags and bites into their flesh.
- Syntax: This item is worn openly on a sash or doublet. It does not require a spellcasting license but may be viewed as heretical by the authorities.
