Lore: Legend tells of a wandering jester who once dared to tell a joke so profound that even the stoic mountains began to rumble with laughter. Finding that his own mirth was too vast for one body to contain, he exhaled a breath of pure joy into a handful of river-smoothed pebbles. In Saṃsāra, these items are found by those who refuse to take the cycle of suffering too seriously. It is said that the item does not grant humor, but rather reveals the inherent absurdity of existence, making the heavy burdens of fate feel like a well-timed punchline.
Description: A vibrant, lemon-yellow stone that appears to be permanently “grinning”—the natural fissures in the rock mimic a wide, joyful mouth and crinkled eyes. It is warm to the touch and vibrates with a faint, rhythmic pulse that feels remarkably like a suppressed giggle. When flicked or tapped, it produces a sound reminiscent of a distant, boisterous guffaw. The stone is held within a simple net of bright orange twine, intended to be swung or tossed.
Stats
- Tier: 1
- Rarity: Common
- Armor Check (AC): 0
- Slot: Belt Slot or Held
- Resilience: 5
- Health Points: 10
Skills Gained (Openly Worn)
- Performance: +1 temporary skill point. The wearer naturally finds the comedic timing in any situation, from a tavern brawl to a royal court.
- Deception: +1 temporary skill point. It is incredibly easy to hide one’s true intent behind a mask of harmless, bumbling merriment.
Passive Magics
- Infectious Glee: Any ally within 5 feet of the wearer gains a +1 bonus to saving throws against the “Dull” or “Melancholy” status effects. The stone’s aura makes it difficult to remain sour in its presence.
- Rub of the Green: The wearer treats “Natural 1” rolls on non-combat skill checks as “Comedy of Errors.” Instead of a total failure, the result is a neutral outcome that is visually hilarious but prevents the worst consequences of the failure.
Active Magics
- The Giggling Fit (Normal Casting): As an action, the wearer can toss the stone at a creature’s feet. The target must succeed on a Will Save or be overcome by a sudden, uncontrollable urge to chuckle. While chuckling, the target’s movement speed is halved for 1 round as they double over.
- Slapstick Switch (Ritual Casting): Over 1 minute of “joking around,” the wearer can enchant a mundane object (like a chair or a rug). The next creature to interact with that object must succeed on a Dexterity Save or fall Prone in a spectacularly clumsy fashion, granting the wearer a moment of supreme amusement.
Tags: yellow, stone, laughter, joy, comedy, jester, vibration, tier 1, common, citrus, warmth, pulse, slapstick, absurdity, merriment, wit, satire, levity, giggle, farce, irony, whimsical, chuckle, banter, revelry
The Genesis and Commerce of the Grinning Pebble
In the vibrant weave of Saṃsāra, Item 9921 of Amused is rarely found through grim labor or serious searching. Instead, it tends to manifest where gravity is light and spirits are high. An avatar might find themselves in possession of this joyful artifact through several whimsical avenues:
- The Prankster’s Reward: The stone is often left behind by traveling troupes or trickster spirits as a reward for an avatar who genuinely laughed at a difficult joke or handled a humiliating prank with good-natured grace.
- Geological Irony: It can be found in riverbeds where the water flows “backward” or in mountain passes known for strange, echoing acoustics that sound like human voices.
- The Unfinished Jest: Occasionally, a dying jester will pass their “Last Laugh” into a common stone, entrusting it to someone they believe can carry on the tradition of finding light in the dark.
Merchant Venues and Specialized Shops
Because the item is fueled by levity, it is sold in establishments that cater to the colorful, the eccentric, and the theatrical.
- Curiosity Shops and Wonder-Stalls: Located in bustling bazaar corners, these shops are filled with useless-but-fascinating trinkets. The merchant likely treats the stone as a novelty. In these cluttered environments, the stone can be bought for 70 to 90 Silver, as the seller often finds it “too noisy” to keep in stock for long.
- Thespian Guilds and Troupe Depots: In cities with a strong theatrical culture, these stones are sold as professional aids for performers. The merchants understand the Performance and Deception benefits and price them accordingly. Here, a pristine stone in a fresh orange twine net costs 150 to 180 Silver (1.5 to 1.8 Gold).
- Festive Apothecaries: These shops specialize in “mood-lifting” tonics and party favors. They sell the stone as a remedy for spiritual exhaustion. Because it is marketed as a “health” or “wellness” item for the soul, the cost is often inflated to 200 to 230 Silver.
Trade Values and Economic Realities
The worth of “Amused” fluctuates wildly based on the local sense of humor and the severity of the current political climate.
- In High-Stress Military Outposts (Tripled AC): In a fortress under siege or a strict martial city, laughter is a rare commodity. A quartermaster might pay a high price—up to 450 Silver—just to have something in the barracks that keeps the soldiers from falling into total despair.
- In Joyous Garden-Cities (Halved AC): In a region where every day is a festival, the stone is redundant. A merchant might only offer 35 to 45 Silver to buy it, claiming they have “drawers full of stones that won’t stop giggling.”
- The “Dead Silence” Penalty: If the stone stops vibrating (Low Resilience), it is considered “Humorless.” Its value drops to that of a common river rock until the owner performs a successful Performance check to “tell it a joke it hasn’t heard,” effectively reigniting its pulse.
The Theater of the Absurd: Roleplaying the Amused Mind
Roleplaying with Item 9921 of Amused requires the avatar to adopt the persona of a “Wise Fool.” In Saṃsāra, being amused is a high-level defense against the crushing weight of karma and fate. The avatar does not mock others out of cruelty, but rather highlights the silliness of a world that takes itself too seriously. Roleplay is characterized by a constant, knowing smirk, a tendency to find the “gag” in a life-or-death situation, and a physical looseness that makes the avatar look like they are perpetually mid-stride in a dance.
Offensive Roleplay: The Weaponized Guffaw
Offensively, the stone is used to break the concentration of the self-important and to turn an opponent’s lethal momentum into a clumsy farce.
- In Duel and Skirmish: When a terrifying warrior or a pompous mage prepares a world-ending strike, the avatar roleplays The Giggling Fit. Instead of cowering, the avatar lets out a sharp, genuine laugh and tosses the yellow stone near the enemy’s feet. The roleplay centers on the enemy’s internal collapse; the player describes the enemy’s face twitching as they try to maintain their “warrior’s scowl” while their diaphragm betrays them with a sudden, hiccuping chuckle. The offense is the destruction of the enemy’s “Cool”—making them look ridiculous in front of their allies and ruining their tactical flow.
- In High-Stakes Social Settings: The avatar uses the Deception and Performance bonuses to play the “Harmless Idiot.” By leaning into the absurdity of the situation, the avatar can ask “stupid” questions that reveal a villain’s secret plans or make a powerful lord look like a buffoon. The offense is roleplayed as a strategic “Punchline”—the avatar sets up the room so that when the villain finally reveals their grand scheme, it sounds like the setup to a terrible joke, robbing the villain of their intimidation and authority.
- Environmental Traps (Slapstick Switch): The avatar roleplays the “Accidental Chaos-Maker.” The player describes the avatar seemingly “fumbling” with a heavy rug or a bucket of water while humming a jaunty tune. The offense is the creation of a “Looney-Tunes” environment where the laws of physics favor the funny. When a pursuer slips on the enchanted rug, the avatar doesn’t just run; they stop to offer a theatrical bow or a “helpful” (but actually sarcastic) comment about watching one’s step.
Defensive Roleplay: The Elasticity of Joy
Defensively, the stone acts as a psychological and physical “Bumper,” ensuring that neither the avatar’s spirit nor their body is easily broken by the “Serious” world.
- Against Mental Despair and Horror: When faced with a cosmic horror or a tragic loss, the avatar roleplays Infectious Glee. The player describes the yellow stone vibrating against their hip, sending a pulse of warmth that makes the horror look like a poorly made puppet. The defense is roleplayed as a “Refusal to Suffer.” The avatar might point out a ridiculous feature of the monster (“Does it really need that many eyes to find its own feet?”), helping their allies snap out of their paralysis by reframing the threat as a comedy.
- Avoiding Fumbles (Rub of the Green): When the avatar fails a task (like picking a lock or climbing a wall), the roleplay emphasizes the “Funny Failure.” Instead of the avatar falling and breaking their leg, the player describes them falling and landing perfectly in a pile of soft hay, or their lockpick snapping in a way that creates a tiny musical “Plink” that distracts the guard. The defense is a roleplayed “Plot Armor” where the universe refuses to let the avatar be a tragic figure, only a comedic one.
- In Hostile Negotiations: The avatar roleplays “Teflon Merriment.” When an inquisitor or an enemy leader tries to intimidate the group, the avatar roleplays their immunity to the “Serious” aura. They might treat the interrogation like a game of wits or a “roast,” where every threat is met with a witty retort. The defense is the total negation of the enemy’s psychological pressure; you cannot frighten a man who is currently finding your hat “excessively jaunty.”

Perception of Activation:
- User’s Perspective
- The avatar feels a sudden, sharp “tickle” in their solar plexus, as if they have just swallowed a handful of bubbles that are trying to escape through their throat.
- A bright, citrus-yellow tint washes over their vision; colors become more saturated, and the physical movements of enemies appear slightly “sped up” and bouncy, like an old-fashioned silent film.
- The air suddenly tastes like zesty lemon peel and sugar, and every sound—from a sword clashing to a heavy footfall—is accompanied by a comical “boing” or “slide whistle” auditory hallucination.
- They experience a strange sensation of “weightlessness,” where their own limbs feel like they are made of inflated rubber rather than bone and muscle.
- Observer’s Perspective
- The lemon-yellow stone begins to vibrate so violently that it becomes a blur of color within its orange netting, emitting a sound like a muffled, wheezing laugh.
- Tiny, glowing musical notes and sparkling “star-bursts” of yellow light manifest in the air around the stone, popping with a faint sound of static electricity.
- The user’s face uncontrollably stretches into a wide, mischievous grin, and their body language becomes erratic, jerky, and rhythmic, as if they are performing a jaunty jig.
- A wave of “giddy” energy rolls outward from the stone, causing nearby observers to feel a sudden, inappropriate urge to smile or snort, even in the midst of tragedy.
- Extra-Sensory Perceptions (Mind’s Eye and Beyond)
- The Jest-Stream: The user perceives the “karmic flow” of the scene as a series of cause-and-effect setups. They can “see” the perfect spot to place a foot or a word to trigger a comedic domino effect.
- Absurdity-Vision: Serious magical auras or terrifying psychic manifestations appear to the user as ridiculous caricatures—a dark god might appear as a grumpy toddler in a giant costume, stripped of its intimidating “glamour.”
- Vibrational Harmony: The user senses the “frequency” of laughter in the room. They can feel the difference between a cruel sneer (which feels like jagged glass) and a joyous laugh (which feels like warm, rolling waves).
- The Rubber-Banding Effect: On a spiritual level, the user feels as though they are tethered to the world by a giant elastic band, giving them the sense that no matter how far they “fall,” they will simply snap back into place.
- Positives
- The Giggling Fit serves as an incredible crowd-control tool; it is almost impossible for a target to maintain a “Stance” or “Concentration” while their body is racked with involuntary laughter.
- Rub of the Green prevents “Critical Failures” from being catastrophic, turning a “broken arm” into a “spectacular tumble into a soft bush,” preserving the avatar’s health and dignity.
- The item provides absolute immunity to “Boredom” or “Psychological Torture”; the mind of an amused avatar is a labyrinth of jokes that an inquisitor cannot navigate.
- Negatives
- The avatar loses the ability to be “Serious.” In roleplay, they may find it impossible to deliver a eulogy or a solemn oath without cracking a joke, which can lead to severe social penalties with stoic NPCs.
- The stone’s activation is extremely loud and bright; it automatically fails any “Stealth” check and attracts the attention of every creature within a 100-foot radius.
- The Crash: After the activation ends, the avatar often suffers from “The Somber-Sulk,” a period of 10 minutes where the world feels exceptionally grey and boring as the brain’s “joy-receptors” reset.
The Binding of the Boundless Belly-Laugh: A Recipe for the Grinning Pebble
Materials Needed
- 1 River-Smoothed Lemon-Quartz Spheroid: Must be found in a stream that flows over a waterfall known for “singing” or making “clapping” sounds.
- 3 Ounces of Trickster’s Sap: Sticky resin harvested from a tree that has been struck by lightning but refused to die.
- 1 Pint of “Sparkling Wit”: Strong, bubbly cider or wine that has been blessed by a traveling bard during a high-spirited festival.
- 9 Yards of Sun-Bleached Orange Twine: Must be soaked in citrus oils for a full lunar cycle.
- The Echo of a Genuine Guffaw: Captured in a hollowed-out gourd at the exact moment a crowd realizes a joke’s punchline.
Tools Required
- A “Ticklish” Polishing Wheel: A small, foot-pedaled lathe with a soft wool buffing head that produces a high-pitched whir.
- Fine Diamond-Tipped Stylus: For etching the natural fissures of the stone to emphasize the “grin.”
- A Netting Loom: A small wooden frame used to weave the orange twine into a secure, elastic lattice.
- A Gilded Tuning Fork: Tuned to the frequency of a middle-C “Ha!”
Skill Requirements
- Stonecraft or Lapidary (Trained): Minimum level 1. The crafter must be able to shape the stone without cracking its “spirit.”
- Performance or Wit (Trained): Minimum level 1. Necessary to keep the stone “entertained” during the long hours of etching; a boring crafter will result in a dull, inert rock.
- Manual Dexterity: Required for the intricate knot-work of the netting.
Crafting Steps
- The Cleansing of the Serious: Submerge the lemon-quartz in the “Sparkling Wit” for three days. The bubbles must scrub away any “stiff” or “heavy” geological energies until the stone feels light in the palm.
- Etching the Smile: Using the stylus, follow the natural cracks in the stone to deepen the “eyes” and the “mouth.” During this process, the crafter must recount three of their most embarrassing failures aloud; if the stone vibrates, the etching is proceeding correctly.
- The Buffing of Mirth: Place the stone on the polishing wheel. Buff it until it shines with a waxy, bright luster. If the stone begins to emit a faint wheezing sound from the friction, it has reached the “Amused” state.
- The Catching of the Echo: Open the gourd containing the captured guffaw and quickly press the stone against the opening. Seal the stone’s surface with the Trickster’s Sap to lock the sound-vibration deep within the quartz.
- The Weaver’s Jest: Weave the orange twine into a “Laugh-Net.” Each knot must be tied while the crafter thinks of a different pun. The net must be tight enough to hold the stone but loose enough to allow it to vibrate freely.
- The Final Strike: Strike the Gilded Tuning Fork and touch it to the “mouth” of the stone. If the stone “answers” with a rhythmic pulse that makes the crafter’s hand feel numb and tingly, the activation is complete.
- The Resting Period: Hang the finished item from a tree branch where it can swing in the wind. It must spend one night under a “Fool’s Moon” to ensure its sense of irony is fully set.
Yellow Bounce-Walker Who Defeated King of Tight-Face
In the old-old days, when the dirt was flat and the sky-fire only moved in straight lines, there was the Kingdom of the Iron-Ruler. This was not a place for the teeth-showing (smiling). It was the place of the Big-Serious. The ruler was named King Heavy-Brow. He wore a head-circle of dark-metal and his face-meat was always pulled down towards his chin-bone. It is written in the cracked-pots that King Heavy-Brow swallowed a very sour-fruit when he was a soft-baby, and his face never did the un-puckering.
Because the King had the sour-face, he made the Law of No-Belly-Wiggles. He said to his people with a voice like rocks grinding in a dark cave, “The life-time is for the working and the suffering. If I see the upward-mouth-curve, my Stick-Holders (guards) will hit your head-bone until you do the crying.”
So, the dirt-walkers of the Iron-Kingdom looked only at their foot-paws. They worked the dirt, they ate the grey-mush, and they never made the “ha-ha” throat-noises. The whole kingdom was trapped in the great-boredom.
The Coming of the Yellow Bounce-Walker
But from the outside-dirt, over the tall-rocks, came a strange dirt-walker. He wore the clothes of the loud-colors, mostly the color of the sun-fruit (lemon). He did not walk with the heavy-foot-slaps. He walked with the bouncy-step. He was called the Fool-of-Truth.
The Fool-of-Truth came to the market-place of the Iron-Kingdom. He saw the dirt-walkers eating the grey-mush with the tight-faces. His inside-chest-meat felt a great sad-itch. He thought to his think-sponge, “These people are suffering the big-dumbness. They think the sky will fall if they do not hold it up with their serious-looks.”
The Fool-of-Truth stood on a wooden box. He tried to do the funny-mouth-words. He told the story of the four-legged-milk-giver (cow) who tried to eat the moon. But the dirt-walkers only stared with the dead-fish-eyes. They were too full of the fear-shivers to do the belly-wiggles. The Law of No-Belly-Wiggles was too heavy on their brain-meats.
The Finding of the Grinning-Stone
The Fool-of-Truth walked his walking-legs to the river of cold-water. He sat on the dirt-edge. He was not having the big-sad, because a fool never holds the sad for long. He only had the big-think. He looked at the river-rocks. He saw one rock that was the color of the loud-sun. It had the cracks on its face that looked like a big, wide mouth-curve.
The Fool-of-Truth picked up the yellow-rock. He spoke to it. “The meat-bodies are too afraid to do the laughing. I must teach the dirt-bones to laugh first. If a rock can do the ‘ha-ha’, then the meat-bodies will follow.”
For seven sun-circles and seven moon-holes, the Fool-of-Truth sat by the river. He did not eat the grey-mush. He only drank the river-water and told the yellow-rock the most secret truth-jokes of the universe.
He told the rock: “The King of the Tight-Face thinks he is a tall-mountain, but he is just a hairless monkey wearing a shiny hat.”
The rock did nothing.
He told the rock: “The dirt-walkers cry over the spilled-water, but the water just goes back to the sky-clouds to laugh at them.”
The rock did nothing.
Finally, the Fool-of-Truth leaned close to the rock-ear. He whispered the Great Absurdity [Translator’s note: the exact words are lost to the old-dust, but it translates roughly to: the universe is a giant, rolling ball of dung pushed by an invisible dung-beetle, and we are all just arguing about who gets the front seat].
Suddenly, the yellow-rock did a vibration. It was a small shake. Then, a big shake. The rock began to emit the sound of the suppressed snort. The Fool-of-Truth tied it in a net of bright-orange-string so it would not shake itself into dust. He had made the First Amused-Stone.
The Battle of the High-Chair
The Stick-Holders heard the snort-sounds. They ran with their sharp-sticks. They grabbed the Fool-of-Truth by his arm-meat. “You are making the illegal ‘ha-ha’ noises! We take you to the King of the Tight-Face!”
They dragged the Fool-of-Truth to the big stone-house. King Heavy-Brow sat on his tall-chair of suffering. His face was pulled down harder than ever.
“Yellow Bounce-Walker,” the King made the loud-grind-voice. “You bring the foolishness to my Kingdom of the Big-Serious. You will be placed in the dark-hole until your bones turn to chalk. The world is a place of pain, and you mock it!”
The Fool-of-Truth did not do the fear-shivering. He only did the wide upward-mouth-curve. “Oh, King of the Tight-Face,” he said. “The world is only heavy because you carry it in your pockets. Let me give you a lighter rock.”
He took the yellow-stone in the orange-net from his belt-strap. He tossed it through the air-wind.
The yellow-stone landed at the foot-paws of the King. Boing-squeak, the stone made the noise. It vibrated so hard it danced on the floor-tiles. The magic-yellow-light filled the room.
The King looked at the dancing stone. His tight-face tried to do the frowning, but the magic of the stone was too strong. A small “hee” escaped his mouth-hole.
“Stop that noise-making!” the King yelled, but it came out as “Stop that noise-making, hoo-hoo!”
The Stick-Holders looked at the King. One Stick-Holder dropped his sharp-stick. It landed on his own foot-paw. Instead of doing the pain-yell, he did the loud belly-laugh. The magic was spreading.
The King of the Tight-Face clutched his stomach-meat. “I command you to… ha-ha… I am the iron ruler of… hee-hee… oh, by the sky-fire, my belly-jelly is hurting!”
The King fell out of his tall-chair. He rolled on the floor-tiles. He laughed so hard the sour-fruit-curse broke inside his brain-sponge. He cried the salty face-water of true-mirth. The Stick-Holders were laughing. The dirt-walkers outside heard the noise and started doing the belly-wiggles. The whole kingdom collapsed into a giant puddle of giggling meat-bodies.
The Fool-of-Truth did not stay. He walked his walking-legs back to the outside-dirt, leaving the vibrating yellow-stone behind on the floor. The Kingdom of the Iron-Ruler became the Kingdom of the Sore-Bellies, and nobody ever ate the grey-mush with a straight face again.
The moral of the story: The tall, stiff tree will break its spine when the angry-wind blows, but the foolish grass-blade simply bends over, tickles the earth, and survives to watch the big tree fall down.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Giggling Lithograph
- Item Type: Artifact (Enchanted Quartz)
- Description: A lemon-yellow stone etched with a grinning face. It vibrates at a frequency that makes the cosmic horror of the Cthulhu Mythos appear absurdly theatrical.
- Game Mechanics:
- Hysterical Resilience: When an investigator fails a Sanity Roll, they may squeeze the stone to convert the “Bout of Madness” into “Hysterical Laughter.” They still lose the Sanity points, but they do not suffer involuntary actions—they simply cannot stop chuckling for 1D10 minutes.
- Passive (Harmless Buffoon): The investigator gains a Bonus Die on Deceive and Charm rolls when playing the role of a harmless or eccentric tourist.
- Active (Infectious Guffaw): The user can spend 4 Magic Points to pulse the stone. Any human NPC within 15 feet must pass an Opposed POW Roll or be overcome by a fit of giggles, suffering a Penalty Die to all skill rolls for 1D4 rounds.
- The Cost: The stone’s constant vibration causes a -20% penalty to all Stealth and Listen checks.
- Syntax: Must be held in hand or kept in an open pocket.
Blades in the Dark
The Jester’s Pebble
- Item Type: Fine Relic (Social/Distraction)
- Description: A vibrating yellow stone in an orange net. It hums with the energy of a thousand failed heists and brilliant escapes.
- Game Mechanics:
- Tier: 1 (Fine Quality)
- Load: 1 (Worn on belt)
- Passive (Comedy of Errors): Once per score, when you roll a Critical Failure (1-3) on a non-combat action, you may treat it as a Partial Success (4/5) by describing how the failure resulted in a comically beneficial accident. You take 1 Stress for this “lucky break.”
- Active (The Distraction): Spend 1 Stress to activate the stone’s vibration. This creates a “Great” effect for any Sway or Deceive action intended to make guards look foolish or to clear a room through sheer absurdity.
- Active (Rubber-Banding): Spend 1 Stress to ignore a Level 1 Harm involving a fall or impact, as the stone’s magic makes your body momentarily elastic.
- Syntax: Takes 1 Load slot.
Dungeons & Dragons (5th Edition)
Item 9921: Stone of the Last Laugh
- Wondrous Item, Common
- Description: A vibrant yellow stone that feels warm and buzzy. It has a natural fissure that looks like a smiling mouth.
- Game Mechanics:
- Passive (Fool’s Luck): Whenever you roll a 1 on the d20 for an Ability Check, you can reroll the die and must use the new roll. This represents a “slapstick save.”
- Passive (Merry-Maker): You have advantage on Charisma (Performance) checks to tell jokes or perform physical comedy.
- Active (Giggling Fit): As an action, you can present the stone to a creature within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or fall Prone, becoming incapacitated with laughter until the end of its next turn. Once used, this property can’t be used again until the next dawn.
- Active (Slapstick Trigger): You can cast the Grease spell once per Long Rest (DC 12), but the grease appears as banana peels or slippery confetti.
- Syntax: No attunement required.
Knave (2nd Edition)
The Grinning Spheroid
- Item Type: Wondrous Item (1 Slot)
- Description: A yellow river rock that giggles when you shake it. It makes life feel like a farce.
- Game Mechanics:
- Armor: 0 (Occupies 1 item slot).
- Passive (Absurd Defense): Enemies suffer a -2 penalty to hit you with ranged attacks, as your bouncy, erratic movements make you a frustratingly difficult target to lead.
- Passive (Lighthearted): You are immune to the “Dread” or “Hopeless” status effects. Your presence grants allies a +1 bonus to saves against Fear.
- Active (The Punchline): Once per day, you may force an NPC to repeat their last action, but as a “comedy version.” If they attacked, they slip; if they spoke, they stammer. This effectively cancels the effectiveness of their previous turn.
- Active (Boing!): You can jump double your normal distance, but you must make a loud “Boing!” sound for the magic to work.
- Syntax: 1 slot. Must be visible to provide the Absurd Defense bonus.
Fate (Core/Condensed)
The Stone of Absolute Absurdity
- Item Type: Extra / Personal Gear
- Description: A lemon-yellow river rock etched with a natural grin. It hums with a frequency that renders serious threats ridiculous.
- Game Mechanics:
- Aspect: Life is a Punchline. This aspect can be invoked to resist mental stress, find the hidden humor in a tragic scene, or disarm a self-important adversary. It can be compelled to make the user appear disrespectful at a funeral or to cause them to laugh at a time when silence is required for safety.
- Stunt (Comedy of Errors): Once per session, when you fail a roll with a “Tie” or a “Failure,” you may spend a Fate Point to treat the result as a “Success at a Serious Cost.” However, the cost must be narrated as a slapstick accident (e.g., you trip and fall through the door you couldn’t pick).
- Passive Bonus: Gain a +2 to Deceive rolls when feigning incompetence or playing the “harmless fool.”
- Syntax: Occupies an Aspect slot or costs 1 Refresh as an Extra.
Numenera & Cypher System
Vibrational Glee-Sphere
- Item Type: Artifact (Level 1d6)
- Description: A yellow, porous stone of unknown origin. It vibrates in response to the “rhythm of irony” in the environment.
- Game Mechanics:
- Level: 1d6
- Form: Hand-sized yellow stone in an orange cord net.
- Effect (Passive): All tasks involving Intellect Defense against fear, intimidation, or despair are eased by one step. Additionally, any ally within immediate range is also eased on these tasks.
- Effect (Active): By spending 2 points from your Intellect Pool, you activate the stone’s resonance. One creature of level 3 or lower within short range is overcome by uncontrollable laughter for 1 round, losing its action. If the creature is higher than level 3, the task is hindered.
- Depletion: 1 in 1d20. (Upon depletion, the stone turns grey and loses its pulse).
- Syntax: Counted toward your Artifact limit.
Pathfinder (2nd Edition)
Item 9921: Pebble of the Giggling Jester
- Item Type: Wondrous Item, Level 2
- Description: This vibrant yellow quartz vibrates constantly. Its natural fissures resemble a wide, grinning mouth.
- Game Mechanics:
- Usage: Worn (Belt); Bulk: L
- Traits: Magical, Invested, Emotion, Enchantment, Mental.
- Passive (Rubber-Banding): You gain a +1 item bonus to Reflex saves and Acrobatics checks made to Tumble Through or Balance.
- Passive (Infectious Glee): You gain a +1 item bonus to Performance checks to tell jokes and Deception checks to feign harmlessness.
- Activate (Single Action – Focus): Trigger: You or an ally within 30 feet rolls a Critical Failure on a non-combat Skill Check. Effect: The failure is narrated as a hilarious mishap. The user or ally gains a +1 status bonus to their next attempt at that same skill check within 1 minute.
- Activate (Two Actions – Interact): Once per day, you can cast Laughing Fit (Level 2, DC 16).
- Syntax: Standard PF2e invested item formatting.
Savage Worlds (Adventure Edition)
The Slapstick Charm
- Item Type: Arcane Device
- Description: A yellow stone that smells faintly of citrus and seems to pulse with hidden laughter.
- Game Mechanics:
- Rank: Novice
- Passive (Brave): The wearer gains the Brave Edge. If they already have it, their Fear checks gain an additional +1.
- Passive (Great Luck): The wearer gains one additional Bennie at the start of each session that can only be used on non-combat Skill Rolls.
- Power (Confusion): The stone has 5 Power Points. The user can cast the Confusion power (trapped as a fit of uncontrollable giggles) using their Smarts as the arcane skill. Each use costs 1 PP.
- Syntax: Power Points recharge at a rate of 1 per hour. If the stone is ever dropped on a “Serious” surface (like a grave), it requires a Spirit roll to “reawaken” its sense of humor.
Shadowrun (6th Edition)
The Bouncing-Betty AR-Focus
- Item Type: Qi Focus (Level 2) / Commlink Dongle
- Description: A physical yellow stone encased in a tech-mesh net. In Augmented Reality, it projects a dancing, 8-bit clown that overlays comical sound effects (honks, whistles) onto combat data.
- Game Mechanics:
- Passive (Psych-Dampening): The wearer gains a +2 dice pool bonus to resist any “Emotion Control” spells or Matrix-based “Intimidation” programs.
- Passive (Slapstick Dodge): When the wearer spends Edge to dodge, they gain 1 additional Die for the roll. This represents “accidental” erratic movement that confuses targeting sensors.
- Active (Signal Jamming Giggles): As a Minor Action, the user can pulse the focus. Any drones or cybernetically-linked enemies within 10 meters suffer a -1 dice pool penalty to their next action as their HUD is flooded with nonsensical, “laughing” data-packets.
- The Cost: The focus emits a constant “chuckle” on the Matrix. The user’s Sleaze rating (if they have one) is reduced by 1.
- Syntax: Must be bonded (10 Karma). Occupies the “Belt” slot.
Starfinder (2nd Edition / Playtest)
Item 9921: Kinetic Glee-Sphere
- Item Type: Wondrous Item / Tech (Level 2)
- Description: A lemon-yellow orb containing a miniaturized gravity-fluctuator. It makes the laws of physics feel “bouncy” and slightly unreliable in the wearer’s immediate vicinity.
- Game Mechanics:
- Usage: Worn (Belt); Bulk: L
- Passive (Low-G Levity): You gain a +2 item bonus to Acrobatics checks to Tumble or Balance. You treat all falls as being 20 feet shorter than they actually are for the purpose of taking damage.
- Passive (Gallows Humor): You gain a +1 item bonus to Will saves against the Frightened and Sickened conditions.
- Active (Gravitational Prank – Reaction): Trigger: An enemy misses you with a melee attack. Effect: The gravity around the enemy’s feet briefly reverses. The enemy must succeed at a Reflex Save (DC 15) or fall Prone as they “slip” on a pocket of zero-G.
- Syntax: Requires the Invested and Tech traits.
Traveller (2nd Edition – Mongoose)
Ancients’ Harmonic Humor-Stone
- Item Type: TL 15 Social/Psychological Artifact
- Description: A yellow stone of non-organic origin. It emits a subsonic frequency that triggers the “relief” centers of the humanoid brain, making even a reactor core meltdown seem like an amusing clerical error.
- Game Mechanics:
- Tech Level (TL): 15
- Passive (Deep Space Sanity): The wearer ignores the DM-2 penalty usually applied to long-term isolation or “Space-Madness” checks.
- Passive (Bumbling Disguise): The wearer gains a +1 DM to all Deception checks where they are trying to appear harmless, incompetent, or beneath notice.
- Active (Absurdity Pulse): By activating the stone (Significant Action), the user forces everyone within 6 meters to make an END check (DM+0). On a failure, they are “Distracted” for 1D3 rounds, suffering a -1 DM to all checks as they struggle to stop giggling at the current situation.
- Syntax: No power required. Known to cause “giggle-fits” in Vargr and Aslan.
Warhammer (Fantasy Roleplay 4th Edition / 40k Imperium Maledictum)
The Trickster’s Grinning Bauble
- Item Type: Minor Relic / Warp-Touched Curio
- Description: A vibrating yellow rock. To the Inquisition, it is a dangerous sign of Tzeentchian irony; to the common soldier, it is the only thing that makes the mud and the blood bearable.
- Game Mechanics:
- Traits: Chaotic (Minor), Radiant, Musical.
- Passive (Laughter in the Dark): The wearer ignores the first 1 point of “Corruption” or “Resolve” loss in any scene involving horror or gore, as they simply find the carnage “ridiculously over-the-top.”
- Passive (Slapstick Save): Once per session, if the wearer rolls a “Fumble” (96-00), they may spend a Fortune Point to treat it as a “Normal Failure” that results in a funny, non-damaging accident instead.
- Active (The Divine Jest): Once per day, the wearer may present the stone to a group. All NPCs within 10 yards must pass a Hard Willpower Test (-20) or be unable to take an aggressive action for 1 round as they ponder the inherent silliness of their own existence.
- The Price: The wearer takes a -20 penalty to all Stealth tests. In the eyes of the law, being “Amused” during a crisis is often a crime punishable by death.
- Syntax: Must be worn openly. Use with caution around anyone wearing a Witch Hunter’s hat.
