Lore: The Serpentine Solace Phylactery 552 was conceived in the aftermath of the “Great Fever of the Weeping Coast,” a period where physical plague and spiritual despair threatened to unravel the coastal settlements. A High-Priestess of the Serpent and a Sage of the Listening Tears realized that a broken body could not heal while the mind was drowned in anguish. By binding the silk sash of Damballa’s purity with the sorrow-infused ink of the Ofuda, they created a Tier 2 artifact that treats the avatar’s system as a unified temple. It is a tool for the “Quiet Healer,” those who recognize that true recovery requires both a calm gut and a steady heart.
Description: A wide, pristine white sash of Aetheric silk that feels like cool, flowing water against the skin. Stitched into the center of the waist-band is a single, rectangular plate of polished bone, upon which the intricate, flowing symbols of the Ofuda are inscribed in a shimmering, silver-grey ink. At the edges of the bone plate, subtle white-on-white embroidery depicts a great serpent coiling around the script. The item perpetually carries a scent of fresh rain and crushed jasmine, and the bone plate pulses with a soft, rhythmic light that mimics a slow, healthy heartbeat.
Stats
- Tier: 2 (Uncommon)
- Armor Class: +2 (Internal Fortitude)
- Resilience: +4 bonus to checks against Poison, Disease, and Fear.
- Durability: 45/45 (Self-cleaning and tear-resistant).
Skills Gained While Openly Worn
- Sovereign Calm: The wearer gains proficiency in Will or Cool tests, fueled by the “Coiling Calm” of the serpent.
- Healer’s Insight: The wearer gains a +2 bonus to Medicine or Insight checks when diagnosing physical sickness or emotional distress in others.
- Metabolic Mastery: The wearer gains a +2 bonus to Survival checks related to identifying tainted food or water.
Tags: Tier 2, Uncommon, Worn Item, Voodoo, Ofuda, Spirit Magic, Gastro-Emotional, Purification, Solace, Defensive, Serenity, Symbiotic, Cleansing, Protective, Damballa-Woven, Empathic-Anchor, Purity-Veil, Gastro-Shield, Sorrow-Bind, Toxin-Vane, Lunar-Sash, Ancestral-Ease, Silk-Fortress, Vital-Resonance, Chronic-Respite
Multiple Passives Magic
- The Rooted Sanctuary: The wearer’s digestive and emotional systems are synchronized. While worn, the user is immune to “Nauseated” and “Frightened” conditions caused by mundane (non-magical) sources.
- Serpent’s Truth-Sense: The sash provides a constant intuitive nudge. Wholesome food and honest people cause a feeling of warmth; spoiled food or malicious intent causes a cold, tightening knot in the stomach.
- Anguished Resilience: When the wearer takes mental or emotional stress, the sash absorbs a portion of the “sorrow,” granting the user a +1 bonus to their next physical Action as the pain is channeled into a surge of adrenaline.
- Lunar Purity: The phylactery magically repels all grime, blood, and dirt. It remains a blinding, pure white even in the filthiest environments, serving as a beacon of hope for allies.
Multiple Active Magics
- Serpentine Purge (Action): Once per day, the user can touch the bone plate to instantly neutralize one mundane toxin or disease currently in their system. This is accompanied by a cooling sensation that washes away the associated physical pain.
- Aura of Shared Peace (Action): The wearer focuses on the Ofuda script, emitting a 15-foot aura of empathetic solace. For 1 minute, all allies within the aura gain a +2 bonus to resist Fear effects and recover a small amount of “Stress” or “Sanity.” (3 Charges, recharges at dawn).
- Damballa’s Tonic (Ritual): Once per week, the sash can be soaked in a bowl of water with a white egg. The egg is consumed, and the water becomes a Tier 2 Panacea. Whoever drinks it is cured of one magical disease or has the effect of one potent poison neutralized.
Specific Slot: Worn Item (Occupies the Waist slot; the sash and the talisman are physically bonded into this single object and no longer occupy separate held or waist slots).
Integrity, Disruption, and Restoration of the Serpentine Solace
- Magic Disablement (The Deactivation Threshold): To disrupt the delicate spiritual frequency of the Serpentine Solace Phylactery 552, an attacker must strike the central bone-plate specifically. The attack roll must exceed the wearer’s Armor Class plus the item’s Tier 2 inherent bonus (+2) and the result of the avatar’s 2d10 tier dice. If successful, the bone-plate’s glow flickers and dies, rendering all passive and active magics (such as Serpent’s Truth-Sense and Aura of Shared Peace) inert for 1d4 rounds as the spiritual connection is severed.
- Item Hit Points (The Destruction Pool): As a Tier 2 Uncommon item, the Phylactery’s physical durability is tied to the wearer’s spiritual resilience. The item possesses a hit point pool equal to the Avatar’s Maximum HP + 20 (calculated as the Tier 2 resilience base of 10 multiplied by its level).
- The “Tarnished” State: If the Phylactery is reduced to 50% or lower HP, it enters a “Tarnished” state. The bone-plate cracks, the white silk turns a dull grey, and it loses its +2 AC bonus. In this state, the Serpentine Purge and Lunar Purity effects are disabled until repaired.
- Total Destruction: At zero hit points, the bone-plate shatters into mundane dust and the silk unravels into salted threads. The item is destroyed and the Loa’s essence returns to the void.
- Repairing Targeted Damage:
- Minor Restoration: If the item is above 50% HP, a character with Apprentice-level Tailoring can mend the silk and polish the bone-plate during a short rest, restoring 1d8 HP using Fine White Silk and Polished Bone scrap.
- Spiritual Mending: If the item is “Tarnished,” it requires more than physical repair. A practitioner of Spirit Magic or Vodou must spend a long rest performing a “Cleansing Vigil,” using Mist Dust and Herbal Essences to restore the item to 100% HP.
- Sacred Re-Binding: Once physical HP is restored, a final Ritual of Renewal (using a white egg and pure water) must be performed to re-attune the serpent and sage essences, fully reactivating the artifact’s Tier 2 powers.
Acquisition and Market Values of the Serpentine Solace Phylactery 552
The Serpentine Solace Phylactery 552 is a Tier 2 Uncommon artifact that bridges the gap between physical health and emotional stability. Because it is a hybrid of Vodou spirit-weaving and Ofuda emotional-focusing, it is not found in standard armorers or weapon shops. It is sought by those who navigate high-stress environments, such as plague-doctors, negotiators, and frontline healers.
The Empathy Haven & Community Clinic
- Description: Located in the residential heart of bustling city-states, these are clean, quiet clinics where the scent of jasmine and warm herbal tea replaces the usual medicinal smell of alcohol. The decor emphasizes emotional connection, with soft lighting and symbols of the coiling serpent etched into the wooden doorframes.
- How it is Bought/Sold: This item is rarely sold as a cold transaction. The resident midwife or counselor treats the sale as a clinical consultation, asking the buyer about their “internal storms” and physical stressors. They demonstrate the Serpentine Purge to show how the item cleanses the system. If you provide the Tier 1 components (the 777 Sash and the Ofuda), they will perform the Spiritual Mending to fuse them for you.
- Cost: 450 Silver (approximately 45 Gold). If commissioning the fusion of your own items, the labor and rare ink cost 150 Silver.
The Shrine of the Benevolent Sky Father
- Description: An open-air pavilion or quiet shrine dedicated to the Loa Damballa. These locations are filled with the sound of trickling water and the sight of white floral offerings. The atmosphere is one of absolute, untouchable tranquility.
- How it is Bought/Sold: The sashes are offered to devoted supplicants or “Quiet Healers” who serve the community. There is no fixed price, but a significant donation to the shrine’s upkeep is expected. The lay priest will wrap the item in blessed paper and include a guide for the Ritual of Renewal.
- Cost: A suggested donation of 400 Silver. Devout followers of the faith may receive a discount or be allowed to pay in labor or “offerings of peace.”
Artisan’s Gallery of the White Coil
- Description: A high-end boutique in a city’s craft district, specializing in “Gastro-Emotional” gear. The shop is bright and airy, featuring large looms and glass cases where the bone-plates are displayed on white velvet.
- How it is Bought/Sold: This is a professional retail experience. The artisans focus on the quality of the Aetheric silk and the precision of the silver-grey ink. They offer a warranty on the Item Hit Points and provide the finishing wax for the bone-plate.
- Cost: 600 Silver. This higher price reflects the “Artisan’s Reputation” and the purity of the materials used in the crafting process.
The Shadow-Market “Vane”
- Description: Hidden in the underbelly of megacities, these shops cater to spies and “Faces” who need the Anguished Resilience to survive interrogation or high-stakes undercover work. The shops are dimly lit and guarded by heavy curtains.
- How it is Bought/Sold: This is a “no-questions-asked” transaction. The vendor assumes you are on the run or operating in a “Deathly Area.” They often sell used or “Tarnished” versions of the item that were harvested from fallen adventurers.
- Cost: 300 Silver for a “Tarnished” version (50% HP); 500 Silver for a pristine set.
Tactical Harmony of the Serpentine Solace Phylactery 552
The Serpentine Solace Phylactery 552 is a masterpiece of internal and external stabilization. In the world of Saṃsāra, where physical toxins are often intertwined with emotional rot, this Tier 2 artifact allows the wearer to remain a pristine, unshakeable center of calm. It turns the concept of “healing” into a proactive shield and a subtle, non-violent weapon.
Plague-Ridden Slums and Urban Decay
In environments where disease is a constant threat and the populace is drowned in the “Anguish” of poverty, the phylactery serves as a sanctuary.
- Defensive Roleplay:
- As you navigate a ward filled with the “Belly-Fire” sickness, you describe the Coiling Calm as a physical barrier. While others gag and falter, you remain perfectly composed. The Serpent’s Truth-Sense provides a constant, intuitive map of “safe” air and surfaces, allowing you to move through the filth without a single stain reaching your white silk sash.
- When a desperate, infected citizen attempts to grab you in a panic, your Rooted Sanctuary prevents you from catching their “Frightened” condition. You meet their eyes with the Aura of Shared Peace, physically radiating a coolness that lowers their heart rate and de-escalates the tension before a blow is even struck.
- Offensive Roleplay:
- You perform a “Purity Strike” against a corrupt merchant selling tainted rations. You accept a piece of their poisoned meat, rely on Damballa’s Purity to resist the immediate effect, and then use Serpentine Purge to cleanly expel the toxin into a clear glass jar. By holding up the neutralized poison for the crowd to see, you destroy the merchant’s reputation and power more effectively than a sword ever could.
High-Stakes Diplomatic Galas and Espionage
In the “Somewhat Safe” districts where words are poison and stress is a weapon, the phylactery weaponizes poise.
- Defensive Roleplay:
- During a brutal interrogation or a high-pressure negotiation, a rival tries to break your resolve with “Anguish-based” psychological tactics. You roleplay the Anguished Resilience; as they pile on the stress, the bone-plate on your waist pulses with a steady silver light. You don’t just endure the pain—you channel it. The more they try to hurt your spirit, the more physically energized and focused you become, turning their “Offense” into your “Fortitude.”
- Offensive Roleplay:
- You activate the Aura of Shared Peace in the middle of a heated council meeting. The subtle, iridescent shimmer of the silk and the scent of jasmine fill the room. You aren’t just “talking”—you are imposing a Tier 2 “Oasis of Calm.” Rivals who were about to shout find their aggression dampened; they become suggestible and desperate to maintain the “Peace” you are projecting, allowing you to steer the treaty in your favor.
Haunted Ruins and Cursed Battlefields
Where the environment is “Unsafe” due to spectral lingering and spiritual corruption.
- Defensive Roleplay:
- Entering a “Deathly Area” haunted by the ghosts of a forgotten war, your companions begin to succumb to the “Static” of sorrow. You describe your character clutching the bone-plate, focusing on the Lunar Purity. The sash remains a blinding, defiant white against the grey gloom, acting as a spiritual lighthouse. Your Healer’s Insight allows you to see the “Emotional Wounds” of the spirits before they manifest as physical attacks, giving your party the split-second warning needed to brace.
- Offensive Roleplay:
- You use the Ritual of Renewal to create Damballa’s Tonic. During a fight against a shadow-beast or a manifestation of rage, you flick droplets of the tonic at the creature. This is an “Attack of Purity”; the droplets don’t burn like acid, but they “cleanse” the rage from the spirit’s form. Each hit causes the monster to lose cohesion, its “Anguish” replaced by a confusing, tranquil void that leaves it vulnerable to your allies’ final strikes.
Hostile Wilderness and Alien Jungles
Where the flora is as dangerous as the fauna.
- Defensive Roleplay:
- When the party is forced to drink from a questionable spring, you use Serpent’s Truth-Sense. You describe the “Tightening Knot” in your stomach as a warning of the parasitic eggs within. You save the party from the infection, and for yourself, you use the Metabolic Mastery to identify which nearby leaves can be chewed to counteract the specific toxin, maintaining your role as the party’s biological vanguard.
- Offensive Roleplay:
- You use Gentle Purge to weaponize your own system. If a creature attempts to swallow or bite you, you trigger the purge. The magically expelled, neutralized contents of your stomach act as a “Slick” or a “Repellent,” forcing the creature to recoil in disgust and providing you with the Sovereign Calm needed to strike its exposed vitals while it is stunned by your absolute lack of panic.

Perception of Activation:
User’s Perspective
- Sight: When you activate the phylactery, the silver-grey symbols on the bone plate ignite with a soft, pulsing luminescence that mirrors the rhythm of a calm heart. The stark white silk of the sash seems to brighten, as if catching the light of a hidden moon.
- Touch: A profound sensation of cool, moving water begins at the small of your back and flows around your midsection. Any existing stomach tension, nausea, or “butterflies” instantly dissolve. The fabric feels momentarily heavier, providing a firm, supportive “hug” that anchors your core.
- Sound: The chaotic noise of the outside world—shouting, clashing steel, or howling wind—is suddenly muffled, as if you have submerged your ears in a still pool. In this silence, you hear a faint, rhythmic “hiss-thump” that coordinates your breathing with the serpent’s pace.
- Smell: A sharp, clean scent of rain on jasmine blossoms fills your senses, acting like smelling salts to clear away mental fog and emotional fatigue.
Observer’s Perspective
- Sight: They see you suddenly become the most composed person in the room. The bone plate on your waist glows with a steady, silver aura that casts a gentle light on your hands. The sash itself remains impossibly pristine, actually appearing to “shimmer” away dust and blood that tries to settle on it.
- Sound: Those standing within a few feet might notice that the ambient noise around you seems to dampen. A quiet, peaceful stillness radiates from your position, making it difficult for them to maintain a loud or aggressive tone.
- Smell: A fleeting, floral fragrance of jasmine and ozone drifts past them, leaving a momentary sense of refreshment and calm.
Extra-Sensory Perceptions
- Visceral Truth (Gastro-Intuition): You perceive the “intent” of the world through your gut. Malice or poison feels like a discordant, cold vibration against your skin, while honesty and health feel like a harmonic, warm resonance.
- The Weeping Map (Empathic Sight): You briefly see the emotional weight of those around you as a faint, grey mist clinging to their shoulders. This allows you to identify who is truly suffering and who is merely posturing.
- Serpentine Fluidity (Kinetic Sense): You feel as though your muscles have become more liquid and coordinated. The “Coiling Calm” grants you a secondary sense of your own center of gravity, making you feel physically unshakeable.
Positives
- Total Internal Stabilization: You are virtually immune to panic and biological distress, allowing you to act with surgical precision in horrific situations.
- Social De-escalation: The aura naturally lowers the “Aggression Rating” of the environment, forcing opponents to work harder to maintain their hostility.
- Purity Maintenance: The item’s ability to remain clean acts as a psychological boost for allies and a mark of “untouchable” status for enemies.
Negatives
- Emotional Distance: The profound calm can make you appear cold or robotic to allies who are experiencing high-intensity grief or joy, potentially causing a social disconnect.
- Sensory Isolation: The muffled sound effect can make it harder to hear distant, subtle noises like a stealthy footfall or a whispered warning from afar.
- Metabolic Weakness: Using the Serpentine Purge leaves you physically “empty” and drained; for a few minutes after activation, your Strength-based tasks are slightly hindered by a feeling of hollow fatigue.
The Rite of the Silvered Coil: Synthesis of the Serpentine Solace
Items Merged
- 1 Vodou 777 of The Serpents Embrace (Tier 1 Waist Sash)
- 1 Ofuda of Suffering Solace (Tier 1 Talisman)
Additional Materials Needed
- 1 Rectangular Plate of Polished Megafauna Bone (to serve as the physical substrate for the Ofuda).
- 1 vial of Sorrow-Essence Ink (re-distilled with sea-salt for increased conductive purity).
- 3 strands of Silvered Aether-Silk (to bind the bone plate to the cotton fibers).
- 1 Unblemished White Egg (the catalyst for the serpent’s acceptance of the new form).
- 1 pinch of Crushed Jasmine and Ozone Salts (to set the permanent olfactory enchantment).
Tools Required
- Ritual Embroidering Frame: To hold the sash at high tension without damaging the delicate fibers.
- Silver-Tipped Inscribing Chisel: For etching the flowing Ofuda symbols into the bone substrate.
- Alchemical Steamer: To open the weave of the sash, allowing the silver threads to integrate at a molecular level.
- Ceramic Consecration Bowl: Large enough to submerge the merged item in blessed water.
Skill Requirements
- Tier 2 Spirit-Weaving (Voodoo): Proficiency in inviting and anchoring benevolent Loa essence.
- Tier 2 Runic Inscription (Ofuda): The ability to transcribe complex emotional symbols onto hard surfaces without loss of intent.
- Apprentice Medicine or Tailoring: For the physical structural integrity of the waist-slot item.
Crafting Steps
- Preparation of the Substrate: The bone plate is polished until it reflects light like a mirror. Using the silver-tipped chisel, the artisan painstakingly carves the symbols from the original Ofuda of Suffering Solace into the surface, ensuring the “flow” of the lines remains uninterrupted.
- Inking the Sorrow: The etched lines are filled with the re-distilled Sorrow-Essence Ink. As the ink dries, it must be “whispered to” with the same lullaby used in the original creation of the sash to harmonize the two disparate emotional frequencies.
- The Aetheric Alignment: The Vodou 777 Sash is placed on the embroidering frame and treated with the alchemical steamer. The steam, infused with jasmine and ozone, relaxes the fibers, making them receptive to the silvered aether-silk.
- The Physical Bond: Using the silvered strands, the inscribed bone plate is stitched into the exact center of the sash. The stitches must form a continuous, coiling pattern that mimics the embroidery of the serpent, physically linking the “Gastro-Purity” of the sash to the “Emotional Solace” of the plate.
- The Offering of Fusion: The merged item is coiled into the ceramic bowl. A single Unblemished White Egg is placed atop the bone plate, and the bowl is filled with pure spring water.
- The Vigil of the Two Worlds: The crafter must remain in a state of “Sovereign Calm” for six hours, mediating between the egg (the serpent’s fee) and the bone (the sage’s legacy).
- The Awakening: At the conclusion of the vigil, the egg will be found hollowed. The artisan removes the sash from the water. As it dries, the silver-grey ink on the bone plate should begin to pulse with a soft, rhythmic light, signaling that the two Tier 1 items have successfully stabilized into the Serpentine Solace Phylactery 552.
LONG WHITE BELLY-SNAKE OF NOT-CRYING BONE
(THE SERPENTINE SOLACE PHYLACTERY 552)
In the before-times of the many floating dirt-circles, when the sky was coughing and the ground was making the people fall down with the dark sickness, there was a very great badness. This badness was not a man with a sharp stick. It was a badness of the inside-tubes and the ghost-heart. The people ate the food, but the food was angry. The people thought the thoughts, but the thoughts were full of teeth. This was called the Time of the Double-Hurting, because the belly was on fire and the eyes were always leaking the salt-water of great sorrow.
In the village of the Weeping Mud, there was a woman who spoke to the Long Sky Animal without Legs (the great snake). She had the White Cloth of No-Dirt. She tied it around the middles of the sick ones. The magic of the White Cloth said to the angry food, “Be quiet now.” The bellies stopped fighting. The mouth-emptying stopped. But the people still sat in the mud and leaked the salt-water from their eyes, because their ghost-hearts were broken by the dying of their friends. The White Cloth could only hold the meat, it could not hold the invisible sad.
In the same village of the Weeping Mud, there was another woman who was the Listener of the Face-Water. She had the Paper of the Shared Heavy Rock (the Ofuda). She put the paper on the foreheads of the crying people. The magic of the paper said to the ghost-heart, “I will help you carry this heavy invisible rock.” The people stopped crying the salt-water. They felt a warm hugging in their heads. But because their ghost-hearts were peaceful, they forgot to fight the angry food. Their bellies burned, and they died with very calm faces. The Paper could only hold the sad, it could not hold the meat.
The Woman of the Long Sky Animal and the Listener of the Face-Water looked at each other across the dying-town. They saw that half of a surviving is still a dying.
The Woman of the Long Sky Animal said with her mouth, “Your paper makes the head-meat quiet, but the belly-basement is still collapsing. The human is a whole house. You cannot fix the roof while the floor is eating itself.”
The Listener of the Face-Water said back with her mouth, “Your cloth makes the belly-basement strong, but the roof is leaking the rain of terrible giving-up. A strong floor is useless if the people drown in their own head-rain.”
They sat together on a big flat stone and did a great thinking. They understood a secret of the universe-fabric: The stomach is the second brain, and the heart is the master of the stomach. If the stomach has panic, the heart has fear. If the heart has sorrow, the stomach makes poison. They must be married together in a forced making of magic.
They took the flat, hard inside-stone (bone) of a giant walking-mountain beast that had died many winters ago. The Listener of the Face-Water took her ink, which was made of boiled sadness and sea-salt, and a sharp silver stick. She scratched the flowing symbols of the Shared Heavy Rock deep into the hard bone. The scratching took three days, and she leaked much salt-water onto the bone, which the bone drank like a thirsty dog.
Then, the Woman of the Long Sky Animal took her White Cloth of No-Dirt. She brought the silver strings of the high-air spiders. With a needle of pure intention, she sewed the hard sad-bone directly into the middle of the White Cloth. She sewed it with lines that looked like the Long Sky Animal wrapping around a tree.
When the sewing was finished, the item was dead. It was just bone and cloth. To wake it up, they needed the payment of the sky. They found the perfect white bird-stone (egg) with no scratches. They put the joined belt and the bird-stone into a clay pot of pure drinking water. They dropped the smelling-flowers (jasmine) into the water. They sat and watched the moon walk across the sky.
When the sun came back, the bird-stone was empty. The Long Sky Animal had eaten the life inside it to pay for the joining. The Listener of the Face-Water pulled the belt from the water. It was not wet. The hard bone in the center was glowing with a silver light, going bright and dim, bright and dim, like the chest of a sleeping baby. The White Cloth smelled like the air after a great storm, very clean and sharp.
They took the Serpentine Solace Phylactery to the chief of the village. The chief had the worst Double-Hurting. He was vomiting black mud and screaming about the ghosts of his failures. They wrapped the white cloth around his belly. The glowing bone sat on his front.
Immediately, the chief’s eyes went wide. The glowing silver words pushed a feeling of ‘we are all sad together, do not worry’ into his head. The White Cloth pushed a feeling of ‘cool river water’ into his burning inside-tubes. The chief stopped screaming. He stood up. He put his hands on the glowing bone. He did a single, very polite mouth-emptying, bringing up the last of the black mud without any pain.
Then, he looked at his people. A smell of fresh rain and flowers pushed out from the belt. The people smelled the rain and their own crying stopped. The chief was no longer sick, and he was no longer broken. He was a fortress of quiet. The bad sickness wind blew against him, but the White Cloth refused to get dirty, and the silver words refused to let him feel alone. The village saw this and they stopped dying, because the belt taught them how to hold their own roofs and floors at the same time.
Moral of the Story: The meat-body and the ghost-heart are tied with the same string; if you wish to stop the house from burning, you must throw water on the fire of the belly and sing a quiet song to the smoke in the head, or the human will break in the middle.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Serpentine Solace Phylactery 552
Description: A long sash of preternaturally white silk with a polished bone plate inscribed with shifting grey runes. It emits a faint scent of jasmine and ozone. Armor: 1 point (Protects against internal distress and minor abrasions). Sanity Cost: None (This item is inherently benevolent).
Game Mechanics:
- Gastro-Emotional Equilibrium: The wearer is immune to the effects of nausea and mundane (non-magical) fear. Gain a Bonus Die on CON rolls to resist poisons or diseases.
- Aura of Solace (Active): Spend 1 Magic Point and take an action to touch the bone plate. For the next hour, the wearer and all allies within 5 yards gain a Bonus Die on Sanity rolls made to resist “fright” or “horror” (but not “loss” or “revelation”).
- Empathetic Diagnosis: Gain a Bonus Die on all Medicine or Psychology rolls to diagnose or stabilize another person’s physical or mental distress.
- Serpentine Purge: Once per day, the wearer can spend 2 Magic Points to automatically succeed on a CON roll to neutralize a mundane toxin or disease currently in their system.
Blades in the Dark
The Serpentine Solace 552
Item Type: Fine Occult Raiment (Tier II) Load: 1 (Worn as a sash).
Game Mechanics:
- Unshakeable Poise: You have Potency when you Resist consequences related to panic, terror, or nausea.
- The Living Anchor: When you perform a Consort or Sway action to calm a tense situation or provide medical aid, you gain +1d.
- Aura of Shared Peace: You may expend a Special Armor use to create a bubble of calm for one scene. Within this area, allies reduce the Stress cost of resisting fear or mental trauma by 1.
- System Purge: Once per score, you may clear a Level 1 Harm related to sickness, exhaustion, or poisoning instantly by activating the bone plate.
Dungeons & Dragons (5th Edition 2024)
Serpentine Solace Phylactery 552
Wondrous Item, Uncommon (Requires Attunement)
Passive Properties:
- Internal Fortitude: You have advantage on saving throws against being frightened or poisoned. You are immune to the nauseated condition (if used in your campaign).
- Serpent’s Truth-Sense: You have advantage on Wisdom (Insight) checks to determine if a creature is lying or harboring malicious intent.
- Lunar Purity: The sash cannot be soiled. You have advantage on checks made to resist contracting mundane diseases.
Active Properties:
- Aura of Shared Peace (3 Charges): As an action, you can expend 1 charge to emit an aura of solace in a 15-foot radius for 1 minute. You and friendly creatures in the aura have advantage on saving throws against being frightened and gain 1d6 + your Wisdom modifier in temporary hit points. Recharges at dawn.
- Serpentine Purge (1/Day): As an action, you can touch the bone plate to end one disease or the poisoned condition on yourself.
- Damballa’s Tonic: Over a long rest, you can use the sash to create a tonic (requires a white egg and pure water). A creature drinking this tonic is cured of one non-magical disease or poison.
Knave (2nd Edition)
Serpentine Solace 552
Slots: 1 (Worn as a belt) Defense: 12 (Tier 2) Quality: 45
Game Mechanics:
- Passive: You are immune to non-magical fear and nausea. You gain a +2 bonus to all saves against poison and disease.
- Healer’s Eye: You always know the exact current HP and status (poisoned, diseased, etc.) of any creature you look at within 30 feet.
- Aura of Peace (1 Charge): As an action, emit a calming light. Allies within 15 feet gain +2 to their next save against fear or mental stress.
- Cleanse (1/Day): You may instantly neutralize any one mundane poison or disease in your system as an action.
- Special: Recharges fully if you spend a night in a quiet sanctuary performing the Ritual of Renewal with a white egg and spring water.
Fate Core
Serpentine Solace Phylactery 552
Item Type: Tier 2 Extra (Cost: 2 Refresh) Description: A wide white sash of aetheric silk with a central bone plate inscribed with shifting grey runes of empathy and stability.
Aspects:
- High Concept: Monolithic Gastro-Emotional Sanctuary
- Serpentine Purity: Immune to the Filth of the World
- The Shared Burden: I Carry the Weight for You
Stunts:
- Rooted Sanctuary: Because you wear the Serpentine Solace, you get a +2 to Will or Physique to defend against any effect that causes nausea, poisoning, or mundane fear.
- Aura of Shared Peace: Once per scene, you may spend a Fate point to create a scene Aspect called Oasis of Calm with two free invokes. Allies can use these invokes to recover from mental stress or resist intimidation.
- Serpentine Purge: Once per session, you can automatically overcome a physical consequence related to illness or poisoning without rolling, provided it is not of a high-tier magical origin.
Numenera & Cypher System
The Bio-Empathic Phylactery 552
Level: 5 (Artifact) Form: A light, self-cleaning silk sash with an integrated bio-optical bone plate. Depletion: 1 in 1d20 (Check only when using the Aura of Shared Peace or Serpentine Purge)
Game Mechanics:
- Passive – Metabolic Stability: The wearer’s Might defense tasks against poison, disease, and nausea are eased by one step.
- Passive – Emotional Anchor: The wearer’s Intellect defense tasks against fear and intimidation are eased by one step.
- Active – Aura of Shared Peace (2 Intellect points): As an action, the wearer emits a soothing pulse. For 10 minutes, all allies within immediate range find Intellect defense tasks against mental trauma eased by one step.
- Active – Serpentine Purge (3 Might points): As an action, the wearer automatically neutralizes one level 5 or lower toxin or disease currently in their system.
- Active – Truth-Sense: Tasks involving Insight or detecting deception are eased by one step.
Pathfinder (2nd Edition)
SERPENTINE SOLACE PHYLACTERY 552 – ITEM 5
UNCOMMON, ABJURATION, INVESTED, MAGICAL Price: 150 gp; Usage: worn belt; Bulk: L
This pristine white sash is stitched with a polished bone plate. While invested, it harmonizes your physical and emotional well-being.
Game Mechanics:
- Passive – Internal Fortitude: You gain a +1 item bonus to Fortitude and Will saving throws. This bonus increases to +2 against effects with the emotion, fear, poison, or disease traits.
- Passive – Truth-Sense: You gain a +1 item bonus to Perception checks to Sense Motive.
- Activate [one-action] (envision, frequency: once per day): Serpentine Purge. You attempt to counteract one poison or disease currently affecting you. Your counteract modifier is +11.
- Activate [two-actions] (visual, frequency: once per day): Aura of Shared Peace. You emit a 15-foot emanation for 1 minute. You and allies in the area gain a +1 status bonus to saves against fear. Allies who start their turn in the aura gain 1d6 temporary hit points that last until the start of their next turn.
Savage Worlds (Adventure Edition)
Serpentine Solace Phylactery 552
Type: Armor (Uncommon Artifact) Armor: +2 (Torso) Weight: 2 lbs | Min Str: d4
Game Mechanics:
- Passive – Sovereign Calm: The wearer adds +2 to all Vigor rolls to resist Poison and Disease, and +2 to Spirit rolls to resist Fear or Intimidation.
- Passive – Lunar Purity: The sash is self-cleaning and provides a +2 bonus to Survival rolls made to identify safe food or water.
- Active – Aura of Shared Peace: As an action, the wearer makes a Spirit roll. On a success, all allies within a Large Burst Template centered on the wearer ignore the effects of a single level of Fatigue and gain a +1 bonus to Fear checks for the next 5 rounds. (Once per encounter).
- Active – Serpentine Purge: Once per day, as an action, the wearer may automatically remove the Shaken or Stunned status if it was caused by poison or nausea. They may also attempt an immediate Vigor roll to end a Poison or Disease effect with a +2 bonus.
Shadowrun (6th World Edition)
The Serpentine Solace Focus 552
Description: A sophisticated biomagical focus appearing as a seamless white silk sash integrated with a carved bone-composite plate. It interfaces with the wearer’s Mana-field to regulate biological and emotional homeostasis. Item Type: Force 4 Health/Manipulation Focus Availability: 12R Cost: 45,000¥
Game Mechanics:
- Metabolic Regulation (Passive): The wearer gains +2 dice to all Damage Resistance tests against toxins, drugs, and diseases. Additionally, the wearer gains +2 dice to Composure tests to resist the effects of Fear or social intimidation.
- Aura of Shared Peace (Minor Action): The wearer activates the bone plate. For a number of Combat Turns equal to the wearer’s Magic rating, all allies within 10 meters gain a +1 dice pool bonus to all Willpower-based tests.
- Serpentine Purge (Major Action): Once per day, the wearer can burn 1 point of temporary Edge to immediately neutralize one non-magical toxin or disease currently affecting them. This removes all associated status effects instantly.
- Wireless Bonus: If the focus is connected to the Matrix, the onboard “Truth-Sense” provides a +1 dice pool bonus to Judge Intentions tests.
Starfinder (2nd Edition)
Serpentine Solace Phylactery 552
Item Level: 5 Price: 3,200 Credits Bulk: L Category: Hybrid Item / Worn (Waist)
Game Mechanics:
- Internal Fortitude (Passive): You gain a +2 insight bonus to saving throws against the sickened and frightened conditions, as well as against all poisons and diseases.
- Truth-Sense (Passive): You gain a +2 insight bonus to Sense Motive checks.
- Aura of Shared Peace (Standard Action): You expend 1 charge to create a 15-foot-radius emanation of calm for 1 minute. Allies in the area gain a +1 morale bonus to Will saves and gain 2d4 Temporary Hit Points at the start of their turn. (Capacity: 10; Usage: 1 charge).
- Serpentine Purge (Standard Action): You expend 2 charges to attempt a Fortitude save against a poison or disease currently affecting you. On a success, the condition ends immediately.
- Damballa’s Tonic: Over a long rest, you can use the phylactery to create a medicinal tonic (1/day). A creature drinking it is cured of one non-permanent disease or poison of level 5 or lower.
Traveller (Mongoose 2nd Edition)
Serpentine Bio-Stabilizer 552
TL: 14 (Biological/Psionic Hybrid) Weight: 1 kg Cost: Cr 125,000
Game Mechanics:
- Passive – Neural Dampener: The wearer gains DM+2 to any Endurance or Education check made to resist the effects of biological toxins, radiation sickness, or interrogation.
- Passive – Empathic Bridge: The sash monitors the local emotional environment. The wearer gains DM+1 on all Investigate or Diplomacy checks when dealing with stressed or hostile NPCs.
- Active – Aura of Peace (Minor Action): The wearer triggers a subsonic and psionic pulse. For the next 10 minutes, all allies within Short range gain DM+1 to all checks made to resist morale failure or panic.
- Active – System Purge (Significant Action): Once per 24 hours, the suit can inject a concentrated dose of universal antitoxin and mental stabilizers. The wearer immediately recovers 1d6 points of Endurance or Intellect damage caused by toxins or trauma.
Warhammer Fantasy Roleplay (4th Edition)
The Serpent-Mother’s Shroud 552
Type: Magical Waistcloth (Relic of Shallya/Damballa) Encumbrance: 0 Rarity: Rare Price: 25 Gold Crowns
Game Mechanics:
- Grynn’s Calm: The wearer gains the Strong-minded Talent. If they already have it, they gain +1 SL on all successful Cool Tests.
- Purity of the Serpent: The wearer gains a +20 bonus to all Endurance Tests to resist contracting diseases (Festering Lung, The Itching, etc.) and to resist the effects of mundane poisons.
- Aura of Solace (Action): Once per day, the wearer may spend a full Round in quiet focus. For the next 1d10 Rounds, the wearer and all allies within 6 yards gain +1 SL to all Willpower or Fellowship Tests.
- Serpentine Purge (Action): Once per day, the wearer may attempt a Challenging (+0) Endurance Test. On a success, they immediately neutralize one mundane poison or non-magical disease currently affecting them. On a failure, they are Stunned for 1 Round as their body violently expels the toxin.
