Lore
The Tunguska 552 was birthed from the glass-strewn craters of the Siberian-Gestalt zones on Saṃsāra, where the great sky-fires once touched the earth. Each item is constructed from a shard of impact-glass that was “cooled” by the rhythmic throat-singing of Nenets star-seekers. These shamans believe that the glass didn’t just break; it shattered the linear timeline, allowing the shards to reflect “maybe-nows.” Fortune tellers in the lower-city bazaars use these items to peer through the smog of reality. The spirit bound within the glass is a fragment of the Chislo, a minor spirit of mathematics and fate, which whispers the probability of misfortune to the wearer in a voice that sounds like grinding ice.
Detail Stats
- Tier: 1
- Rarity: Common
- Item Slot: Head (Circlet) or Hand (Palm-Stone)
- Material: Iridescent impact-glass, reindeer leather cord, and etched meteoric iron.
- Weight: 0.1 lbs.
- Durability: Fragile (The glass can crack if dropped, though the magic remains within the shards).
Skills Gained (Openly Worn)
- Cold Reading: The avatar gains a preternatural ability to observe physical micro-expressions and clothing wear-patterns, allowing them to guess a stranger’s past with 80% accuracy.
- Soothsaying: Proficiency in interpreting random patterns (smoke, spilled tea, or digital static) to provide vague but strangely applicable advice to NPCs.
Passive Magic
- The Star-Seeker’s Gaze: When looking through the glass shard, the Mind’s Eye highlights “fated objects”—items that will be relevant to the avatar within the next hour—with a faint silver outline.
- Vibrational Resonance: The iron frame hums when someone nearby is intentionally concealing their identity or wearing a disguise, a tactile warning from the Tunguska spirits.
- Echo of the Ancestors: The wearer can understand the basic emotional intent of any Spirit-type creature, regardless of language, perceived as a series of mental “images.”
Activable Magic
- Trance-Sight: (Active Activation – Concentration) By performing a rhythmic Nenets chant for 2 minutes, the wearer enters a light trance. They may ask the GM one “Yes/No” question about a future event. The answer is whispered by the Chislo based on current probabilities.
- Fated Flash: (Normal Activation) The wearer catches a stray light beam in the glass and directs it at a foe. The target must succeed on a mental save or be momentarily overwhelmed by a vision of their own death, causing them to be Distracted for 6 seconds.
Tags
Talisman, Divination, Tunguska Magic, Perception, Fate, Social, Mentascope, Tier 1, Common, Shamanism, Vision, Insight, Augury, Clairvoyance, Oracle, Ritual, Ephemeral, Star-touched, Occult, Premonition, Astral, Medium, Symbolism
In the world of Saṃsāra, the Tunguska 552 of the Shattered Mirror is an item of spiritual significance that bridges the gap between the nomadic shamanism of the wastes and the neon-lit occultism of the urban centers.
Methods of Acquisition
- The Crater Pilgrimage: An avatar may travel to the impact zones in the Siberian-Gestalt regions. By participating in a communal throat-singing ritual with Nenets nomads, a seeker may be gifted a shard of impact-glass that has “responded” to their specific vocal resonance.
- Estate Sales of the “Seers”: When a prominent urban fortune teller passes away or suffers a “Mind-Collapse,” their tools are often liquidated. A Tier 1 avatar might find a Tunguska 552 hidden in a velvet-lined box at a high-end estate auction or a dusty antique liquidation sale.
- Vision Quest Discovery: During a trance state induced by Tunguska magic, an avatar might be led to a specific location—such as a hollowed-out tree or a frozen riverbed—where a previous shaman “planted” the item to wait for a worthy successor.
Types of Shops and Market Dynamics
- Occult Curiosity Shops:
- Description: These shops are usually located in the “dimly lit” districts of the metropolises. They smell of heavy incense and old parchment. The windows are often covered in protective sigils to keep the “drifting spirits” of the inventory from escaping.
- Buying/Selling: Owners of these shops are experts in “Aura-Verification.” They will only buy a Tunguska 552 if the impact-glass still vibrates when the Chislo spirit is called. They sell to aspiring diviners and those who fear the future.
- Nenets Trading Posts:
- Description: Temporary outposts or mobile air-tents on the outskirts of civilization. These are utilitarian and smell of reindeer hide and cold ozone.
- Buying: You can rarely buy these with standard coin here. The Nenets prefer trades involving rare “Sky-Metal” reagents or survival gear. Selling one back to them is seen as “Returning the Shard,” and often results in a gain of social standing rather than currency.
- Vapor-Distilleries and Alchemical Junkers:
- Description: Chaotic workshops where magic items are stripped for their raw essences.
- Buying/Selling: If found here, the item is likely being sold for its “Meteoric Iron” or “Impact Glass” scrap value. An avatar can find a bargain here, but the item may require a “Cleaning Ritual” to remove the psychic noise of the scrap yard.
Cost of the Item
The cost of a Tunguska 552 is tied to the “Clarity” of the glass shard and the strength of the bound Chislo fragment.
- Standard Market Value: 55 Silver.
- Occult Boutique Price: 8 Gold (or 16 Electrum). This includes a decorative headframe and a “Certified Lineage” scroll.
- Nenets Trade Value: Equivalent to 40 Silver in bartered goods (e.g., high-grade fuel, winterized rations, or specialized electronics).
- Junker/Scrap Price: 25 Silver. The item is usually “unpolished” and sold as-is.
- Black Market Price: 70 Silver. High demand among political spies who use the “Vibrational Resonance” to detect disguised assassins.
Trade Considerations
- The Resonance Check: When buying, a savvy avatar should perform a brief “Hum-Test.” If the iron frame does not vibrate in the presence of a disguised individual (or a purposefully hidden object), the spirit has likely fled the glass.
- The Shard’s Integrity: Cracks in the glass do not always lower the value, but a “Shattered” shard that has been glued back together will suffer a penalty to the Trance-Sight ability.
In the world of Saṃsāra, the Tunguska 552 of the Shattered Mirror is not a weapon of force, but one of anticipation. A fortune teller roleplays by exploiting the “lag” between a foe’s intent and their action, using the Chislo spirit to navigate the immediate future.
Defensive Roleplay
- The Flicker of Preemption: In a bustling Metropolis, the user roleplays the Star-Seeker’s Gaze to navigate crowds or avoid ambushes. You might describe your character stopping mid-stride a second before a heavy steam-pipe bursts or a thief reaches for your coin purse. Your defense is based on “not being where the misfortune lands.”
- Interrogative Shielding: In Social/Diplomatic settings, the Vibrational Resonance acts as a mental shield. You roleplay the iron frame buzzing against your skin as a high-ranking official lies to you. This allows you to defensively pivot the conversation or withhold sensitive information before the “trap” of a false contract is sprung.
- Environmental Premonition: In Unsafe/Wilderness areas, you use Trance-Sight during a rest period to foresee the “shape” of the next day’s danger. Roleplay this as a series of disjointed, icy visions—the sound of a snapping branch or the smell of ozone—allowing the party to set up defensive perimeters specifically designed for the threat you glimpsed.
Offensive Roleplay
- Psychological Destabilization: The Fated Flash is your primary offensive tool. You roleplay catching the neon glare of a city sign or the harsh sun of the wastes in your glass shard and reflecting it into an enemy’s eyes. You describe the target freezing in terror as they see a “maybe-now” of their own demise—such as them slipping on a ledge or being struck by lightning—leaving them wide open for an ally’s strike.
- The “Accidental” Success: Offensively, you use Cold Reading to dismantle an opponent’s confidence. During a confrontation, you roleplay whispering a secret about the enemy’s past or a hidden fear you’ve deduced. This mental “attack” causes them to hesitate, effectively lowering their mental or physical guard as they wonder how a stranger knows their “Shattered Mirror” truths.
- Strategic Sabotage: Using the Star-Seeker’s Gaze, you identify the “fated object” in an enemy’s gear—perhaps a loose strap on their armor or a faulty valve on their steam-gun. Your offensive roleplay involves pointing out these flaws to your allies or targeting that specific weakness, turning the enemy’s own equipment against them through the lens of probability.
Environmental Variations
- In the Frozen Tundra (Tunguska Zones): Roleplay is deeply spiritual. You use the item to “offend” the local spirits that might be shielding an enemy, using throat-singing to disrupt the local weather patterns just enough to blind a foe with a sudden flurry of snow.
- In the High-Rise Districts (Skyscrapers): Roleplay involves “The Digital Ghost.” You use the glass to see the “fated paths” of elevator cars or automated security drones. Defensively, you step out of a sensor’s path just as it sweeps; offensively, you time an entrance exactly when a security code is being punched in.
- In the Deep Caves (Sub-City): Here, the Echo of the Ancestors is vital. You roleplay communicating with the ancient, lingering spirits of the earth to find hidden passages. Offensively, you use the “Yes/No” of Trance-Sight to determine which stalactite is structurally unsound, allowing you to drop it on an encroaching monster with a single well-placed shot.

Perception of Activation:
User’s Perspective
- Tactile: The impact-glass shard drops in temperature until it feels like a sliver of dry ice against the palm or forehead. A faint, high-frequency vibration thrums through the meteoric iron frame, traveling up the user’s arm like a mild electrical current.
- Visual: The user’s field of vision “splinters.” For a brief second, they see multiple ghostly overlays of the room—shadowy figures moving where people might walk in the next few seconds. The glass itself begins to bleed a deep, iridescent violet light that clarifies hidden details.
- Auditory: The ambient environment falls silent, replaced by the “Tunguska Hum”—a layered sound of distant thunder and low-register throat singing that seems to originate from inside the user’s own skull.
- Extra-Sensory (Probability Weight): The user senses a “gravity” to certain choices. Actions that lead to misfortune feel heavy and sluggish, like moving through waist-deep water, while “fated” paths feel effortless and light.
- Extra-Sensory (Temporal Anchoring): The user experiences a sensation of being “expanded” in time. They feel the immediate past and the immediate future as a single, elongated “now,” removing the shock of sudden movements from others.
Observer’s Perspective
- Visual: The shards of glass within the frame seem to rotate or shift internally, catching light that shouldn’t exist in the room. A soft, flickering corona of silver and violet light dances around the user’s head or hand.
- Auditory: Those nearby hear a faint sound like many small mirrors breaking simultaneously, followed by a rhythmic, subsonic pulsing that can be felt in the chest.
- Atmospheric: The air around the fortune teller becomes unnaturally still. Dust motes in the air stop drifting and hang frozen in place. A scent of ozone and charred pine—reminiscent of a lightning strike—fills a small 3-foot radius around the item.
Positives
- Hyper-Awareness: The user cannot be easily surprised or flustered; the “lag” of the universe is revealed, giving them a psychological edge in high-stakes negotiations or combat.
- Social Dominance: By seeing the “fated objects” and micro-expressions, the user feels a surge of confidence, knowing exactly which “buttons” to push to get an NPC to cooperate.
- Clarity of Fate: The “Yes/No” whispers of the Chislo spirit remove the agony of difficult decisions, providing a clear, cold direction when the path is obscured.
Negatives
- Emotional Detachment: The user may begin to see living people as merely “probabilistic variables” or “patterns of meat,” leading to a temporary loss of empathy while the item is active.
- Vertigo of the Possible: Seeing multiple “ghostly overlays” of potential futures can cause intense nausea or dizziness (the “Splinter-Sick” effect) if the item is used for more than a few minutes.
- The Chislo’s Price: The spirit within the glass is indifferent to human suffering. Sometimes, the “Yes/No” answer it provides is technically true but leads the user into a different kind of trouble that the spirit finds “mathematically interesting.”
Recipe: Reforging the Tunguska Shattered Mirror
Materials Needed
- Star-Celled Impact Glass: A palm-sized shard of glass formed from the heat of a meteor strike. It must be translucent with a slight violet or iridescent “oil-slick” sheen.
- Meteoric Iron Scrap: Three ounces of unrefined iron from a fallen star, used to construct the protective “cage” or frame.
- Silver Needle Filaments: Fine silver wires to act as “nerves” that connect the glass facets to the iron frame.
- Nenets Tundra-Lichen Resin: A thick, sticky sap harvested from lichen that grows in the blast craters, used to set the glass without dampening its vibrations.
- Cured Reindeer Sinew: For the binding cord, smoked over a fire of charred pine to instill “memory” into the thread.
- The Chislo Fragment: A minor spirit of probability, usually captured in a lead-lined vial during a localized temporal anomaly.
Tools Required
- Mantle-Bellows Forge: A portable, high-heat forge capable of melting meteoric iron without oxidizing the celestial impurities.
- Diamond-Tipped Etching Scribe: For carving the micro-sigils of the Chislo into the surface of the impact glass.
- Singing Bowls (Quartz): Used to maintain the specific harmonic frequency required to keep the glass from shattering during the binding process.
- Precision Pliers: For weaving the silver filaments into the iron frame.
Skill Requirements
- Celestial Smithing (Tier 1): Knowledge of working with metals that did not originate on Saṃsāra.
- Throat-Singing (Harmonic Resonance): The crafter must be able to hold a “Low-G” resonance for the duration of the assembly to keep the spirit calm.
- Probability Mapping: An understanding of how to align the “grain” of the impact glass with the local flow of fate.
- Spirit Trapping: The ability to transfer a Chislo fragment from a containment vial into a physical object without losing a digit to “time-frost.”
Crafting Steps
- Forging the Frame: Melt the meteoric iron and hammer it into a circular or teardrop frame. While the metal is still red-hot, quench it in a bath of melted snow and crushed pine needles to “ground” the iron.
- Scribing the Shard: Use the diamond scribe to etch the thirteen “Laws of the Chislo” onto the impact glass. These appear as microscopic geometric patterns that look like frost crystals.
- The Silver Weave: Thread the silver filaments through pre-drilled holes in the iron frame, creating a “spider-web” cradle. This weave must be perfectly symmetrical to ensure the fortune-telling results are not “biased.”
- The Resonant Setting: Place the impact glass into the silver cradle. Use the Tundra-Lichen Resin to secure the edges. During this step, the Quartz Singing Bowls must be played continuously to ensure the resin cures in alignment with the “Tunguska Hum.”
- The Spirit Infusion: Open the lead-lined vial containing the Chislo fragment. As the spirit escapes, begin the Nenets Throat-Singing ritual. The vibration of your voice will draw the spirit into the silver filaments and finally into the glass shard.
- The Sinew Bind: Wrap the cured reindeer sinew around the iron frame’s handle or attachment point. Knot it seven times—each knot representing a direction of the wind—to seal the spirit inside.
Eye of Star-Fall and Shepherd of Seconds
In the cycles of the Great Frost, when the heavens were not a blanket but a heavy stone of blackness, there fell the “Burning Mouth.” It was a star that had grown tired of the Up-Above and wished to taste the Down-Below. When it kissed the earth, the ground did not embrace it, but turned into “Hard-Light” (which the modern tongue calls glass).
There was a wanderer named Volko, a man of “No-House” who spoke the language of the wind-hiss. Volko stood at the lip of the fire-pit while others fled. He saw that the world had broken, and in the cracks, the “Maybe-Days” were leaking out like steam. He reached into the cooling ash and grasped a splinter of the star-glass. It did not burn his hand, but it “burned his mind,” showing him his own white-bone-death and his own first-cry-birth at the same pulse.
To keep the glass from speaking too loudly, Volko bound it in the iron of a fallen spear and sang the “Song of the Still-Point”—a chant taught by the reindeer-spirits to stop the heart from trembling. As he sang, a spirit of the Chislo (the Counter-of-Grains) became trapped in the iridescence, caught like a fly in the sap of time.
Volko became the “King-Who-Knows-Before.” He walked into the cities of the high-cliffs and told the merchants which ships would sink and which would fly. He told the lovers which kiss would be the last. But the translation says he grew “Heavy-Sighted.” He saw the shadow of the funeral before the wedding was finished. He saw the rust on the sword while it was being forged.
The story tells of a Great Khan who asked Volko, “Will I win the battle of the Red-River?” Volko looked through the Shattered Mirror and saw two paths: one where the Khan won and died, and one where the Khan lost and lived. But the Chislo spirit was hungry for the “Perfect Number.” It whispered only the win to Volko. The Khan went to war, won the river, and was slain by a stray arrow while celebrating.
Volko realized then that the mirror does not show the “Best-Path,” only the “Most-Likely-Path.” He broke his staff and cast the mirror into the deep snow of the Tunguska wastes, crying that he would rather be “Blind and Surprised” than “Seeing and Certain.” The original item was lost until the steam-diggers of the New-Age found it, polished by a thousand years of ice.
The Moral of the Story: He who peers too deeply into the mirror of tomorrow forgets to walk in the light of today; for to know the end of the journey is to turn the path into a prison.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Shard of the Star-Cooled Void
- Item Type: Arcane Relic / Divination Aid
- Sanity Loss: 1/1d4 Sanity points to attune. Viewing the “Shattered Timeline” through the glass costs 1 Sanity point per use.
- Game Mechanics:
- Cold Reading (Passive): Adds a +15% bonus to Psychology checks when trying to determine a person’s history or social status.
- Vibrational Resonance (Passive): The user gains a +10% bonus to Sense Danger or Spot Hidden to detect disguised individuals or hidden intent.
- Trance-Sight (Active): Spend 5 Magic Points and 10 minutes chanting. The Keeper provides a cryptic but truthful clue about a future event or a “Yes/No” answer to a specific inquiry.
- Fated Flash (Active): Spend 3 Magic Points to reflect light at a target. The target must succeed on a Hard POW check or lose their next action due to a terrifying hallucination of their own demise.
- Syntax: Artifact. Requires attunement through Sanity loss. Magic Point expenditure for active divination and combat distraction.
Blades in the Dark
Unique Name: The Chislo-Bound Monocle
- Item Type: Rare Item (0 Load)
- Tier: I
- Game Mechanics:
- Soothsaying (Potency): You have Potency when you Gather Information regarding the future plans or secret identities of factions.
- Temporal Anchor (Passive): When you Resist a consequence involving surprise or social deception, you gain +1d to your resistance roll.
- Fated Flash (Special Ability): Spend 1 Stress to cause a target to freeze in hesitation. This grants the user Potency on their next Sway or Skirmish action against that target.
- The Echo (Passive): You can sense the “echoes” of spirits. You gain +1 effect level when using Attune to communicate with ghosts or minor entities.
- Syntax: Fine Quality. Stress cost for tactical hesitation. Passive bonuses to resistance and information gathering.
Dungeons & Dragons (5th Edition)
Unique Name: Tunguska Circlet of Probabilities
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Head
- Game Mechanics:
- Gaze of the Star-Seeker (Passive): You have advantage on Wisdom (Insight) checks to detect if a creature is disguised or using an illusion to hide its identity.
- Cold Reader (Passive): You gain proficiency in the Persuasion or Deception skill. If already proficient, you add double your proficiency bonus (Expertise).
- Trance-Sight (Action): Once per Long Rest, you can cast the Augury spell without components.
- Fated Flash (Action): As an action, you can target a creature within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or have Disadvantage on its next attack roll or ability check.
- Syntax: Wondrous Item, minor. Requires Attunement. Grants spell-like utility (Augury) and specialized social bonuses.
Knave (2nd Edition)
Unique Name: The Glass of Maybe-Nows
- Item Type: Magical Treasure (1 Slot)
- Game Mechanics:
- Cold Read (Passive): On a successful INT check, you learn one secret about a stranger’s past or current motivation.
- Humming Iron (Passive): You cannot be surprised by disguised enemies. The glass vibrates when an illusion or disguise is within 20 feet.
- Trance-Sight (Active): Once per day, ask the GM a “Yes/No” question about a plan you are making. The GM must answer truthfully based on current circumstances.
- Fated Flash (Active): Spend your turn to force an enemy to roll their next attack with Disadvantage.
- Syntax: Occupies 1 Item Slot. Daily “Yes/No” utility. Passive detection of illusions/disguises.
Fate Core / Fate Accelerated
Unique Name: The Chislo Shard
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: “The Mirror Never Lies”, Echoes of Tunguska
- Game Mechanics:
- Cold Reading: You gain a +2 bonus to Empathy rolls when trying to determine an NPC’s hidden aspects or past history during a social interaction.
- Vibrational Resonance: Once per session, you can automatically detect the presence of a magical disguise or a hidden identity in your current zone without rolling.
- Fated Flash: You may spend a Fate Point to create a Distracted or Hesitant advantage on an opponent by reflecting a vision of their fate into their eyes; this aspect starts with one free invoke.
- Syntax: Function: Passive social bonuses and a Fate Point-driven tactical advantage.
Numenera & Cypher System
Unique Name: Probability-Shattering Monocle
- Item Type: Artifact
- Level: 1d6
- Form: A jagged piece of impact-glass held in a meteoric iron frame, worn over one eye.
- Game Mechanics:
- Trance-Sight (Activation): By spending 2 Intellect points and concentrating for one minute, you can ask the GM one question about a course of action. The GM provides a “Yes,” “No,” or “Uncertain” based on the Artifact Level vs. the difficulty of the fate.
- The Star-Seeker’s Gaze (Passive): You gain +1 Asset to all Perception and Insight tasks.
- Fated Flash (Activation): Spend 3 Intellect points to target a creature within short range. The target is dazed for one round, increasing the difficulty of all its tasks by one step.
- Depletion: 1 in 1d10 (Check only when using Trance-Sight).
- Syntax: Artifact Level determines divinatory depth. Intellect Pool spend for active visions. High depletion risk reflects the glass’s fragility.
Pathfinder (2nd Edition)
Unique Name: Tunguska Glass of the All-Seeing Eye
- Item Type: Item 1; Invested, Divination, Magical
- Usage: Worn (Circlet or Eyepiece); Bulk: —
- Game Mechanics:
- Cold Reader (Passive): You gain a +1 item bonus to Perception checks to Sense Motive and Society checks to recall knowledge about a person’s background.
- Vibrational Resonance (Passive): You gain a +2 circumstance bonus to your Perception DC against creatures using the Deception skill to Impersonate or use a Disguise.
- Trance-Sight (Action): (10 Minutes) Frequency: Once per day. You enter a trance and cast Augury as a divine innate spell.
- Fated Flash (Reaction): Trigger: A creature within 30 feet targets you with an attack. Effect: You flash the glass; the creature must succeed on a Will save (DC 15) or take a –1 status penalty to that attack roll.
- Syntax: Item Level 1. Requires Investment. Daily Augury utility. Reaction-based defensive debuff.
Savage Worlds (Adventure Edition)
Unique Name: The Fate-Shattered Lens
- Item Type: Magic Item
- Rank: Novice
- Attributes:
- Cold Reader (Passive): The wearer gains the Empath Edge. If they already have it, they receive a +2 bonus to Notice rolls when Sensing Motive.
- Star-Seeker’s Gaze (Passive): The wearer ignores up to 2 points of Dim or Dark lighting penalties when looking through the lens.
- Fated Flash (Active): As a limited action, the user makes an Occult or Spirit roll against an opponent’s Spirit. On a success, the target is Distracted. On a raise, they are also Vulnerable.
- Trance-Sight (Active): Once per session, the user may spend a Benny to ask the GM a “Yes/No” question about a future event.
- Syntax: Grants Empath Edge. Social combat utility (Distracted/Vulnerable). Session-limited divinatory spend.
Shadowrun (6th World Edition)
Unique Name: The Chislo-Shatter Divination Focus
- Item Type: Force 1 Detection Focus (Talisman)
- Game Mechanics:
- Cold Reading (Passive): When bonded, the focus provides a +1 dice pool bonus to Con and Influence tests when the user is trying to read a target’s social background or emotional state.
- Vibrational Resonance (Passive): The user gains a +1 dice pool bonus to Perception tests to see through physical or magical disguises (including the Mask or Physical Mask spells).
- Probability Sight (Active): As a Major Action, the user can perform a Divination test. For every net hit, the user gains 1 point of Edge that must be spent on a reroll or to negate a glitch within the next turn.
- Fated Flash (Active): As a Minor Action, the user can spend 1 point of Edge to force an opponent within 10 meters to lose their next Minor Action due to a momentary visual hallucination of their own fate.
- Syntax: Requires Bonding (5 Karma). Availability 3. Focus Category: Detection.
Starfinder (2nd Edition / Compatibility)
Unique Name: Chrono-Shard Circlet
- Item Type: Level 1 Magic Item (Worn)
- Usage: Head Slot; Bulk: L
- Game Mechanics:
- Social Analysis (Passive): You gain a +1 circumstance bonus to Perception checks to Sense Motive and Culture checks to identify a creature’s planetary origin or social class.
- Disguise Awareness (Passive): You gain a +2 circumstance bonus to your Perception DC against creatures using the Deception skill to Impersonate.
- Trance-Sight (Active): Once per day, by spending 10 minutes in meditation, you can gain the effects of Augury. You receive a mental vision representing “Weal,” “Woe,” or “Both.”
- Fated Flash (Active): As a Standard Action, target one creature within 30 feet. The target must succeed at a Will saving throw (DC 14) or become Sickened 1 for 1 round as it is overwhelmed by temporal visions.
- Syntax: Level 1. Price: 250 Credits. Daily Augury utility. Mental save required for Fated Flash debuff.
Traveller (Mongoose 2nd Edition)
Unique Name: The Impact-Glass Augur
- Item Type: TL 5 (Psionic/Cultural Artifact)
- Game Mechanics:
- Cold Read (Passive): The wearer gains a +1 DM to all Persuade and Investigate checks when dealing with individuals in a face-to-face setting.
- Resonant Detection (Passive): The wearer gains a +2 DM to Sensors or Investigate checks to detect hidden compartments or disguised cargo.
- Trance-Sight (Active): Once per day, the wearer can make an INT check (Difficulty: 8+). Success allows the wearer to ask one “Yes/No” question about a planned action to be taken within the next hour.
- Fated Flash (Active): As an action, the wearer makes an Effect check. If successful, an opponent within Close range suffers a -1 DM to their next attack roll due to sudden disorientation.
- Syntax: Weight: Negligible. DM+1 to social investigation. Daily “Yes/No” logic check for future events.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Shard of Frozen Fate
- Item Type: Magical Talisman (Common)
- Game Mechanics:
- Star-Seeker’s Gaze (Passive): Grants the user the Intuition and Lip Reading skills if they do not have them. If they do, they receive a +10 bonus to these tests.
- Vibrational Resonance (Passive): You gain a +10 bonus to Perception tests when trying to spot someone using the Shadow or Disguise skills.
- Trance-Sight (Active): Once per day, you may spend 1 Fortune Point to gain a vision. This functions as the Augury spell, provided by the Chislo spirit.
- Fated Flash (Active): You may spend your Action to force an opponent to make a Cool test. If they fail, they gain 1 Ablaze Condition (representing a “Psychic Burn”) or become Stunned for 1 round (user’s choice).
- Cold Comfort (Passive): You gain +10 to Resist any effects that would cause the Fear condition, as you have already seen the worst possible futures.
- Syntax: Traits: Magical. Fortune Point interaction for divine inquiry. Action-based psychological debuff.
