Yijing 418 of the Layered Strata

Lore: Unearthed from the silt-choked ruins of the First Monarchy, the Yijing 418 was originally a surveyor’s tool used to determine where the “Power of Thought” was most stable before laying a “Hearthstone.” For the modern archaeologist-avatar, this item serves as a bridge between the present and the “Buried History” of Saṃsāra. It consists of a heavy copper compass housing containing sixty-four sliding yarrow-stalk needles. As the avatar nears a site of historical “Renown,” the needles shift into hexagrams that describe not just what is buried, but the “Changing Lines” of how it came to be lost. It is a “Common” but essential tool for those who treat the earth as a library.


Stats

  • Tier: 1
  • Rarity: Common
  • Armor Check (AC): 1 (Standard AC rules apply; cannot exceed 3 per level)
  • Resilience: 14 (Reinforced for field work)
  • Item HP: 34 (Avatar Max HP + 14)
  • Weight: 1.5 lbs
  • Slot: Hand Slot (Held) or Belt Slot (Stowed)

Passive Magic

  • The Joyous Lake (Tui): While the compass is held, the avatar gains a +10% bonus to all History or Investigation checks related to architecture, ruins, and physical artifacts. The “Mind’s Eye” highlights structural weaknesses and hidden compartments in desaturated ultraviolet.
  • The Keeping Still (Ken): The item provides a steadying influence to the user’s hands. The avatar gains Advantage on “Precision” tasks, such as clearing dust from a “Fragile” artifact or disarming an ancient “Mechanical Power Transmission” trap without triggering a “Shattering” event.

Activable Magic

  • Sequence of Changes (Normal Chant): By chanting the “Trigram of Earth,” the needles align to show the “Current HP” and “Resilience” of a door, wall, or burial mound. This allows the archaeologist to know exactly how much “Mechanical Power” is needed to breach a path without destroying the “Item Marks” within.
  • The Clinging Flame (Ritual Chant): Over 1 minute of meditation, the user “Identifies” the most significant historical event associated with a 10-foot area. The “Mind’s Eye” projects a brief, silent “Ghost-Image” of the past, revealing the “Divine Restriction” or “Item Mark” of whatever was last “Bound” to that location.

Specific Slot

  • Hand Slot: Must be held and consulted to gain the benefits of the active magics. It can be clipped to a Belt Slot when not in use.

Tags

Yijing, Archaeology, Copper, History, Tier 1, Common, Saṃsāra, Investigation, Divination, Artifact, Discovery, Surveyor, Stratigraphy, Relic, Provenance, Excavation, Antiquity, Monument, Inscription, Fossil, Cartography, Ruin

Recovery of the Yijing 418 of the Layered Strata

In the shifting terrains of Saṃsāra, the Yijing 418 is most commonly obtained through “Excavation” or as a “Quest Reward” from a local “Monarchy” seeking to map their ancient borders. A “Reborn Soul” might find one discarded in a “Somewhat Safe” ruin or as a “Combat Reward” from a skeletal “Surveyor” whose “Mind’s Eye” has long since faded. Because these items were mass-produced during the era of the First Expansion, they are frequently found in “Buried History” caches, often “Bound” to a specific geographic “Hearthstone” until a new Tier 1 avatar performs a “Ritual Chant” to claim it.


Trade and Commercial Locations

The Antiquarian’s Exchange and Museum Shop Located in “Normal” urban centers or near academic “Vapor-Spires,” these shops specialize in “Refined Copper” tools and “Antiquity” restoration. They cater to those with a high “Renown” in scholarly circles.

  • Buying: A refurbished Yijing 418 costs approximately 135 Silver (1.35 Gold). This price usually includes a basic “Stratigraphy” map of the local area.
  • Selling: An antiquarian will buy a functional compass for 70 Silver, provided the “Yarrow-Stalk Needles” still align correctly and the “Ilmatus-glass” cover is not “Broken.”

The Frontier Outfitter and Prospector’s Supply Found in “Rural” hubs or “Unsafe” border towns, these shops sell rugged, “Common” tier gear to those daring to enter “Deathly Areas.”

  • Buying: Due to the high demand for “Discovery” tools on the frontier, the price may be inflated to 180 Silver. The shopkeeper might claim it has a “Legendary” history of finding “Rhodium” veins to justify the “Over-Power” cost.
  • Selling: A prospector’s shop will offer roughly 50 Silver or trade it for “15 days of rations” and a “Simple Attunement” kit for field repairs.

The Junk-Heap Scavenger and Pawn Broker In the “Normal” areas of a metropolis, where “Reborn” souls often sell their starting gear for quick “Credits,” these shops are a gamble.

  • Buying: You might find a “Broken” or “Resilience”-depleted compass for as little as 90 Silver. However, it may give “False Stats” until a “Mechanical Engineering” check is performed to recalibrate the needles.
  • Selling: A scavenger will rarely offer more than 35 Silver, often complaining about “Copper-Corrosion” or “Wild Magic” interference within the casing.

The World Bank Asset Liquidators The World Bank occasionally sells items reclaimed from “Deactivated” avatars who failed their “Taxes and Fees” obligations.

  • Acquisition: The Bank maintains a rigid, fixed price of 100 Silver (1 Gold) for all Tier 1 Archaeological tools. There is no negotiation; the silver is deducted from your “Renown” balance, and the item is “Bound” to your “Hand Slot” immediately.

Strategic Excavation: The Yijing 418 in Field Operations

In the world of Saṃsāra, the Yijing 418 of the Layered Strata is the bridge between a “Reborn Soul” and the “Buried History” of the islands. While it is a tool of science and “Stratigraphy,” its application in “Unsafe” and “Deathly” areas requires the avatar to use “Arcane Knowledge” as both a shield and a key.


Defensive Roleplay and Structural Integrity

In Somewhat Safe ruins or Normal urban excavation sites, the compass is used to prevent “Shattering” events and structural collapses.

  • Roleplay (The Keeping Still): When entering a “Fragile” corridor, the avatar roleplays holding the compass perfectly level. They describe the sixty-four yarrow-stalk needles shivering and then locking into a “Hexagram of Earth.” This signals to the “Mind’s Eye” exactly where the “Mechanical Power Transmission” of the ceiling is failing. The avatar uses this to guide their party safely, avoiding “Armor Check” penalties from falling debris.
  • Environmental Shielding: In an “Unsafe” zone where ancient “Magic Circuits” are leaking, the avatar roleplays using the heavy copper housing as a lightning rod. They describe the “Silver Fire” being drawn into the compass’s “Refined Copper” frame, protecting the party’s “Item Marks” from being corrupted by “Wild Magic” surges.

Offensive Roleplay and Tactical Sabotage

In Deathly Areas or during Turn-Based Combat against ancient constructs, the compass identifies the “Current HP” of the environment itself.

  • Roleplay (Sequence of Changes): The avatar points the needle-array at a stone golem or a reinforced “Hearthstone” gate. They roleplay seeing the “Resilience” stats of the target as a desaturated ultraviolet grid. “The third joint is brittle,” the avatar might shout, providing an “Over-Power” bonus to the party’s next strike by identifying the exact “Item Mark” that holds the construct together.
  • The Clinging Flame (Offensive History): During a Ritual Chant, the avatar roleplays the needles spinning to recreate a “Ghost-Image” of an ancient battle. They describe seeing the “Banishment Mark” of a fallen warrior, allowing them to “Identify” the specific “Divine Restriction” of a cursed weapon before the enemy can even draw it. This effectively “deactivates” the surprise factor of an opponent’s legendary gear.

Roleplay in Archaeological Discovery

The true “Offense” of the Layered Strata is the ability to bypass the “Transient Global Amnesia” of the world.

  • Unlocking the “Bound”: When encountering a “Nearly Impossible” locked vault, the avatar roleplays consulting the “Changing Lines.” They describe the needles shifting to mimic the original “Power of Thought” used to lock the door. By matching the “Sequence of Changes,” the avatar can “Unbind” the door without a “Mechanical Engineering” check, treating the history of the lock as the key itself.
  • Sincerity of the Earth: If a “Rule Breaker” is trying to claim a “Relic” they did not find, the archaeologist roleplays the compass needles pointing toward the “Provenance” of the item. The visual proof of the “Item Mark” provides a “Social Influence” bonus, allowing the avatar to win the arbitration through undeniable physical evidence.

Perception of Activation:

User’s Perspective

  • Visual: The ground beneath the user’s feet becomes translucent in their “Mind’s Eye.” Soil and stone layers are color-coded by age, appearing as a shimmering, holographic “Stratigraphy” map. Historical artifacts or “Item Marks” glow with a soft, pulsing violet light through the earth. The yarrow-stalk needles in the compass spin into a blur before locking into a glowing 3D hexagram that floats an inch above the glass.
  • Auditory: A low-frequency thrumming—resembling the sound of a distant, massive stone door sliding open—vibrates through the user’s boots. When the needles lock, a sharp, metallic “clack” echoes, followed by a faint whispering that sounds like the overlapping voices of a thousand “Reborn Souls” from the First Monarchy.
  • Tactile: The copper housing of the Yijing 418 becomes noticeably heavy, as if it is physically “Bound” to the gravity of the “Buried History” below. The user feels a subtle magnetic pull toward the nearest “Hearthstone” or hidden chamber.
  • Extra-Sensory:
    • Chronological Displacement: The user experiences a mild sensation of “Deja Vu,” feeling as though they have walked these ruins in a previous life.
    • Structural Intuition: The user gains a sudden, instinctive understanding of “Mechanical Power Transmission.” They can feel the “Resilience” of a wall just by standing near it, sensing exactly which stone is the “Rule Breaker” that would cause a collapse if removed.

Observer’s Perspective

  • Visual: The user’s eyes take on a desaturated, stony grey hue. The copper compass in their hand emits a series of ultraviolet flashes that briefly illuminate the ground in a grid pattern. Tiny sparks of “Silver Fire” may jump between the yarrow needles.
  • Auditory: Those standing nearby hear a sound like dry autumn leaves skittering over pavement, which is actually the sixty-four needles rearranging themselves at “Nearly Impossible” speeds.
  • Tactile: The air around the user becomes dry and smells of ancient dust and sun-warmed copper. A slight “Static Discharge” may be felt by anyone touching the user, representing the “Mana Boost” being drawn into the device.
  • Extra-Sensory: Other “Tier 1” avatars feel a sense of “Weight” or “Solemnity” emanating from the archaeologist, as if the local “Renown” of the site is acknowledging the user’s presence.

Positives

  • X-Ray Archaeology: The user can “Identify” the location and depth of any Tier 1 artifact within 20 feet, even through solid stone or soil.
  • Safety First: The “Keeping Still” passive ensures the user cannot be surprised by “Shattering” traps or collapsing floors, as the needles pre-emptively vibrate a warning.
  • Historical Clarity: The user ignores any “Transient Global Amnesia” effects that specifically target their knowledge of the site’s history while the “Ritual Chant” is active.

Negatives

  • Tunnel Vision: While the “Layered Strata” is active, the user’s “Perception” of living threats (like monsters or enemies) is reduced, as they are too focused on the “Buried History.”
  • Physical Strain: The increased weight of the “Bound” copper housing causes the user’s “Hand Slot” to tire quickly; using the active magic for more than 10 minutes imposes a -1 penalty to “Armor Checks.”
  • Arcane Beacon: The ultraviolet flashes are highly visible in “Deathly Areas” or dark ruins, making it impossible to remain hidden from “Rule Breakers” or hostile guardians.

Engineering Schematic: The Compass of Resurrected Strata

Materials Needed

  • Refined Copper (6 oz): High-purity copper, cold-hammered into a circular housing to ensure the “Magic Circuit” is not broken by impurities.
  • 64 Dried Yarrow Stalks: These must be harvested from a “Safe Area” where the “Power of Thought” has been consistent for at least one lunar cycle.
  • Ilmatus-glass Lens: A single, scratch-resistant disc of alchemical glass to serve as the “Mind’s Eye” window.
  • Magnetic Iron Lodestone: A small, naturally occurring magnet to provide the “Neutral Buoyancy” for the needles.
  • Vial of Alchemical Silt: Soil collected from the “Deathly Area” of an ancient ruin, used to tune the device to “Buried History.”
  • Silver Wire (Fine): Used to bind the yarrow stalks to the copper “Sequence of Changes” gears.

Tools Required

  • Precision Steam-Lathe: Used to mill the internal grooves for the sixty-four needle tracks with “Nearly Impossible” accuracy.
  • Jeweler’s Loupe: Essential for etching the microscopic trigrams onto the base of the copper housing.
  • Harmonic Tuning Fork: Calibrated to the frequency of “The Keeping Still” to ensure the needles do not “Shatter” during a “Wild Magic” surge.
  • Alchemical Soldering Iron: Powered by “Silver Fire” to fuse the copper joints without damaging the organic yarrow stalks.

Skill Requirements

  • Trained Skill: Mechanical Engineering: Level 1 minimum. Required to assemble the intricate sliding needle-array.
  • Trained Skill: Archaeology (or History): Level 1 minimum. Necessary to calibrate the device to recognize “Item Marks” and “Stratigraphy.”
  • Trained Skill: Metalworking: Level 1 minimum. Needed to refine the copper and cast the “Sequence of Changes” gear-work.

Crafting Steps

  1. Casting the Shell: Smelt the refined copper and cast it into the compass body. Use the steam-lathe to carve 64 distinct tracks around the inner circumference. Etch the “Number 418” and the primary trigrams into the outer rim.
  2. Preparing the Needles: Trim the 64 yarrow stalks to exactly 1.5 inches. Bind each one with a thin coil of silver wire. This wire allows the stalks to react to the “Magic Circuit” within the copper housing.
  3. The Lodestone Core: Place the magnetic lodestone in the exact center of the housing. This creates the “Joyous Lake” of magnetic force that allows the needles to slide and rotate without friction.
  4. Tuning to the Silt: Coat the base of the interior with the alchemical silt. This “grounds” the device to the earth of Saṃsāra, allowing it to “Identify” buried structures through the “Layered Strata.”
  5. Setting the Lens: Clean the Ilmatus-glass with “Truth-Serum” to remove any “Visual Fatigue” smudges. Press it into the copper rim until it clicks, forming a “Resilience”-backed seal.
  6. The Ritual of Alignment: Hold the completed compass over a known “Antiquity.” Perform a “Ritual Chant” of the “Sequence of Changes.” If the 64 needles begin to dance and form a 3D hexagram of the ruin’s layout, the item is successfully “Bound” and ready for the field.

Dirt-Peering Eye which Unfolds Sleeping Stones

In the epoch when the Great Vapor-Spire was but a damp thought in the skull of the cosmos and the moon Saṃsāra was a hot coal cooling in the bucket of the dark, there was a Great Hiding. Before the nine thousand years were scratched by the “Mechanical Power Transmission” of the first sun-clocks, the world was a thick blanket of “Buried History” that had no “Names.” The “Reborn Souls” of that time walked upon the skin of the world, unaware that beneath their “Waist Slots” lay the “Hearthstones” of a billion “Deactivated” ancestors. They suffered the “Transient Global Amnesia” of the ungrounded, forgetting where they had buried their “Rhodium” before the shovel had even cooled.

Among these surface-crawlers was a seeker named Kan-Tui, the Grave-Unmaker. Kan-Tui was a “Tier 1” spirit with a “Nearly Impossible” itch in his “Mind’s Eye” to see the “Layered Strata” of the yesterday-times. He did not wish to climb the “Vapor-Spire” or swim the “Abyssal Water”; he wished to “Identify” the bones of the First Monarchy. But the earth was “Heavy” and “Unsafe,” and his “Investigation” checks were always “Broken” by the “Visual Fatigue” of the deep-dark. He cried out to the “Matriarch of the Stone,” asking for a needle that could point to the “Truth” even when it was choked by ten cubits of silt.

It is engraved upon the rusted ribs of the ancient iron-trees that Kan-Tui traveled to the “Deathly Area” of the Sunken Plaza, where the gravity is so “Resilience-Backed” that a man’s “Armor Check” feels like wearing a mountain. There, he found the “Refined Copper” of the First Expansion, metal that remembered the “Power of Thought” of the architects. He took a circular housing of this copper and gathered sixty-four yarrow stalks from a “Safe Area” where the “Wild Magic” was as soft as a sleeping cat.

Kan-Tui did not have a “Precision Steam-Lathe” of the modern guilds, so he used the “Sequence of Changes” in his own breath to carve the tracks. He carved sixty-four ruts for the sixty-four stalks, making a “Magic Circuit” of wood and metal. He sang to the stalks, telling them the “Axioms” of the “Buried History.” He told the first stalk to be the “Root,” and the last to be the “Flower,” until all were “Bound” to the “Infinite Script” of the earth. He did not use a “Simple Attunement”; he let the compass drink his “Visual Fatigue” until his eyes could see the “Item Marks” through a wall of solid lead.

As he held the hoop of copper, the “Buried History” of Saṃsāra began to “Identify” itself to him. He saw the “Current HP” of the buried vaults and the “Resilience” of the hidden tombs. He saw the “Banishment Marks” on the ancient gold and the “Item Marks” on the broken pottery. He was the first to see the “Magic Circuits” that fed the “Hearthstones” of the lost cities. He became a “Group Powered Item” of one, a “Matriarch” of the shovel who knew the “Character Marks” of every king who had turned to “Alchemical Silt.”

But the translation of the ancient clay warns of the “Over-Power” of the Taker. Kan-Tui became so obsessed with the “Antiquity” that he forgot the “Roleplay” of the now-times. He would not sleep upon a bed unless it was “Tier 5” and found in a tomb. He would not speak to a living soul unless their “Renown” was as old as a fossil. He viewed the world as a “Turn-Based” excavation, forgetting that the “Silver Fire” of life is meant to be lived, not just “Scanned” and put in a box. His “Mind’s Eye” became a “Vacuum Sealer” of the past, closing out the “Normal” light of the living sun Helios.

The god of the “Vapor-Spire,” who is the “Master of the Script” and the “Keeper of the Now,” saw that Kan-Tui was making the world too “Heavy” with his digging. He saw that Kan-Tui was using his “Tier 1” compass to try and “Unbind” the “Divine Restrictions” of the very foundations of Saṃsāra. To dig into the “Stats” of the Earth-Mother is a “Nearly Impossible” sin that leads to the “Shattering” of the walker.

During the “Evening” of the Great Mud-Flood, a “Wild Magic” tremor shook the “Layered Strata.” The 64 yarrow needles inside the compass began to spin at a “Rule Breaker” speed. The “Sequence of Changes” became a “Reverse Current” that began to “Deactivate” Kan-Tui’s own “Physical Presence.” He saw his own body becoming desaturated “Alchemical Silt,” his hands becoming “Tier 0” dust and his “Renown” a “Broken” item.

In a flash of ultraviolet “Silver Fire,” Kan-Tui was “Balled” into a single “Soul Crystal” and buried beneath the very strata he sought to conquer. The original Yijing 0 was lost to the “Abyssal” mud, but its “Frequency” remained in the copper of the world. The “Monarchy” scholars took the “Resonance” and made the compasses “Common,” so that all might “Identify” the path of the ancestors, but none would ever again try to “Unbind” the weight that holds the islands in the sky.

The Moral of the Story He who spends his days looking only at the dirt beneath his feet will soon find that the dirt has risen to meet his chin, for the past is a fine place to visit with a needle, but a “Nearly Impossible” place to live without a grave.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Geodetic Compass of the Eons

  • Item Type: Archaeological Instrument / Occult Device
  • Skill Bonus: Grants a +15% bonus to Archaeology, History, and Spot Hidden checks when searching ruins or underground structures.
  • Special Ability (Echoes of the Strata): The user may spend 4 Magic Points to “Scan” the immediate area (up to 10 meters deep). This reveals the location of hollow spaces, buried stone structures, or significant metallic deposits.
  • Sanity Cost: Successfully “Identifying” a structure built by non-human architecture (such as Elder Things or the Great Race of Yith) requires a Sanity roll (0/1d4 loss) due to the “Chronological Displacement” of seeing alien history.
  • Syntax: The user must be stationary and in contact with the ground. If used in a “Deathly Area” with high mythos activity, the needles may spin wildly, requiring a Hard POW check to interpret.

Blades in the Dark

Unique Name: Echo-Silt Survey Compass

  • Item Type: Fine Survey Tool (1 Load)
  • Tier: I
  • Quality: Fine (+1 Tier for determining effect when scouting ancient vaults or analyzing building foundations).
  • Mechanic (Sequence of Changes): When you Survey or Tinker with a heavy stone obstacle or a sealed tomb, you may take 1 Stress to “Consult the Needles.” This grants you +1 Effect and allows you to ask the GM: “What is the weakest point in this structure?” or “What was the original purpose of this room?”
  • Passive: This item provides Potency when attempting to bypass ancient mechanical traps or stone-based security.
  • Syntax: The copper housing vibrates when near buried void-energy. If the item’s Resilience is reduced by a consequence, it may provide “False Stats” regarding the stability of a tunnel.

Dungeons & Dragons (5th Edition)

Unique Name: Yijing Compass of the Grave-Unmaker

  • Item Type: Wondrous Item
  • Rarity: Common
  • Attunement: Required (Simple Attunement – 1 Minute)
  • Properties:
    • Passive (Archaeologist’s Intuition): While holding this item, you have Advantage on Intelligence (History) and Intelligence (Investigation) checks to find hidden doors, secret compartments, or to determine the age and origin of stonework.
    • Active (Stratigraphy Scan): As an Action, you can cast Detect Evil and Good, but it only detects Undead or Elementals (Earth only) buried underground or hidden within walls.
    • The Keeping Still: You have Advantage on Dexterity checks made to disable mechanical traps or delicately extract artifacts from debris.
  • Syntax: The item requires a Tier 1 user. If used to “Identify” a Tier 3 or higher legendary ruin, the user must succeed on a DC 12 Constitution save or suffer 1 level of Exhaustion from “Visual Fatigue.”

Knave (2nd Edition)

Unique Name: The Silt-Peering Eye

  • Item Type: Tool (1 Slot)
  • Quality: 14 (Resilience)
  • Armor: +1 AC (Standard AC rules apply; maximum of 3 per level).
  • Mechanics:
    • Structural Sight: The user can see through up to 2 feet of dirt, silt, or loose rubble.
    • Identify Ruin: By spending 10 minutes (Ritual) watching the needle hexagrams, the user identifies the “Resilience” and “HP” of any door, chest, or wall within 10 feet.
    • Steady Hand: The user adds +2 to any check made to disarm a mechanical trap or perform delicate “Excavation” work.
  • Syntax: If the user rolls a 1 (Crit Miss) on a d20 check while using the compass, the yarrow needles jam. The item is “Broken” until a “Mechanical Engineering” rest action is taken.

Fate (Core / Condensed)

Unique Name: The Strata-Peering Compass

  • Item Type: Stunt-Granting Extra
  • Aspect: Sight Through the Ancient Silt
  • Stunt (The Layered Strata): Because I possess the Strata-Peering Compass, I get a +2 to Investigate or Lore actions when I am examining ruins, analyzing the structural integrity of a building, or searching for buried artifacts.
  • Active Ability (Sequence of Changes): Once per session, you may spend a Fate Point to “Uncover the Past.” This allows you to automatically discover one Hidden Aspect on a scene related to its history or a hidden physical feature (like a secret door or a trap’s trigger), with one free invoke.
  • Syntax: The compass must be held in the Hand Slot to function. If the user is in a “Deathly Area” with high magical interference, the GM may compel the item’s Aspect to represent “Erratic Readings.”

Numenera & Cypher System

Unique Name: The Earth-Speaking Node

  • Item Type: Artifact (Tier 1)
  • Level: 1d6
  • Form: A heavy copper housing with sixty-four sliding yarrow-stalk needles.
  • Effect (Structural Intuition): While active and held, the user gains an Asset on all tasks involving “Excavation,” climbing ruins, or identifying the purpose of ancient architectural features.
  • Active (Identify Structural HP): The user can spend 2 Intellect points to use the hexagrams to understand the “Resilience” and current “HP” of a wall, door, or ceiling, revealing the most efficient way to breach or stabilize it.
  • Depletion: 1 in 1d20. Upon depletion, the “Magnetic Lodestone” loses its charge, and the needles jam until repaired with a “Tier 1 Magic Crystal.”
  • Syntax: The user must be in contact with the ground or a stone surface. Attempting to scan “Tier 5” or higher ruins increases the task difficulty by one step.

Pathfinder (2nd Edition)

Unique Name: Yijing Archaeologist’s Compass

  • Item Type: Wondrous Item; Item 1
  • Usage: held in 1 hand; Bulk: L
  • Traits: Divination, Magical, Earth
  • Mechanic (Buried History Bonus): You gain a +1 item bonus to Perception checks to find hidden doors and Society checks to identify the origin of ruins or historical artifacts.
  • Activate (Single Action): (Envision) You focus on a stone surface. For the next minute, you gain Tremorsense (Imprecise) 10 feet, but only for the purpose of detecting hollow spaces or moving mechanical parts (like traps) behind walls or floors.
  • Activate (10 Minutes – Ritual Chant): (Envision, Interact) You perform the Identify spell on a physical object found within an archaeological site.
  • Syntax: If the user is Tier 1, they roll 1d20 + 1d4 for the activation check. A Critical Failure indicates the “Visual Fatigue” causes the user to be Dazzled for 1 minute.

Savage Worlds (Adventure Edition)

Unique Name: Surveyor’s Yijing Compass

  • Item Type: Gear (Enchanted)
  • Rank: Novice
  • Weight: 1.5 lbs
  • Core Mechanic (Archaeology): The bearer gains a +2 bonus to Academic (History), Notice, and Repair rolls when dealing with ancient structures or mechanical traps.
  • Power (The Keeping Still): As a Limited Action, the user may spend 1 Power Point to gain the benefits of the dangersense Edge for the next 10 minutes, but only regarding environmental hazards like collapsing floors or ancient traps.
  • Syntax: If the user rolls a 1 on their “Notice” die (regardless of the Wild Die), the compass needles become “Bound” to a “False Stat,” providing incorrect information for the next round.

Shadowrun (6th World Edition)

Unique Name: The Mana-Silt Survey Focus

  • Item Type: Detection Focus (Archaeological)
  • Rating: 1
  • Essence Cost: 0 (Held in Hand Slot or clipped to Belt Slot)
  • Capacity: 1
  • Mechanic (Buried History HUD): While the focus is active, the user receives a +1 dice pool bonus to all Perception and Engineering tests involving hidden doors, structural weaknesses, or subterranean chambers. The device filters out “Visual Fatigue” caused by low-light underground environments.
  • Active Ability (Scanning the Strata): By spending a Minor Action, the user can “Identify” the Material Integrity (Resilience) of a wall or floor. This reveals its Structure and Armor ratings as glowing AR tags, pinpointing the exact “Item Mark” where a breach would be most effective.
  • Syntax: Using this focus in an “Unsafe” urban sprawl zone where the “Magic Circuit” is polluted may cause the yarrow needles to glitch, providing a -1 penalty to the next roll.

Starfinder (2nd Edition / Playtest)

Unique Name: Yijing Xeno-Archaeology Compass

  • Item Type: Hybrid Item (Hand or Belt Slot)
  • Level: 1; Price: 135 Credits
  • Bulk: L; Capacity: 20; Usage: 1/hour
  • Passive (Layered Strata HUD): While powered and held, the ring grants a +1 circumstance bonus to Perception and Physical Science checks made to identify ancient architecture, geologic strata, or hidden traps.
  • Activate (Standard Action): You expend 1 charge to “Scan” the environment. This functions as a “Recall Knowledge” check with a +2 bonus regarding the history of the site. On a success, you also gain Tremorsense (Imprecise) 15 feet for 1 minute, but only for detecting static architectural features or hollows.
  • Syntax: The item requires a Tier 1 Magic Crystal or standard Battery to recharge. If the battery is “Broken,” the display flickers with desaturated “Visual Fatigue,” making deep-scanning “Nearly Impossible.”

Traveller (Mongoose 2nd Edition)

Unique Name: The TL-12 Archaeological Scanner

  • Item Type: Specialized Scientific Gear (Tech Level 12)
  • Weight: 0.5 kg; Cost: Cr 2,800
  • Skill Bonus: Provides a DM+1 to all Investigate, Science (Archaeology), and Explosives checks when analyzing ancient ruins or clearing debris.
  • The Layered Strata (Active Analysis): The user may make a Difficult (10+) Science (Geology) check to “Identify” hidden chambers up to 5 meters underground. Success reveals the Structure points of the barrier and the most stable path for “Excavation.”
  • Syntax: The compass housing is made of “Refined Copper” to shield against local radiation. If the user is in a “Deathly Area” with high magnetic interference, the DM bonus is negated.

Warhammer (Age of Sigmar: Soulbound / 4th Edition)

Unique Name: Surveyor’s Glass of the Realm-Roots

  • Item Type: Arcane Artefact / Excavation Focus
  • Availability: Rare
  • Traits: Magical, Earth, Analytical, Resilience 14
  • Mechanic (Knowledge of the Lake): The bearer gains +1 Training (or +10 bonus in 4th Ed) to all Lore (History) and Mind (Awareness) tests related to ruins and tombs. The needles show the “Changing Lines” of structural stress, granting Advantage on tests to avoid collapsing terrain.
  • Activable (Normal Chant): The user may attempt a Mind (Determination) test to “Identify” the weakest point in a fortified gate or wall. Success reduces the target’s Armor or Resilience by 1 for the party’s next attack, as the user directs the strike to a structural “Item Mark.”
  • Syntax: If the user fails a check in an “Unsafe” tomb, they suffer “Visual Fatigue,” becoming Hindered for 1 round as the weight of the “Buried History” overwhelms their “Mind’s Eye.”