From: Aboriginalism The Faith of Yirra
Lore
In the floating metropolis of Dreamtide, the first lesson a young Waterdreamer learns is that the world is never quite what it seems. The Rippling Monocle is a “god-given” gift often found resting at the bottom of shallow Dreampools or gifted to Isekai travelers who struggle to interpret the fluid reality of Saṃsāra. This simple brass-rimmed lens does not contain glass; instead, a thin, surface-tension film of Yirra’s sacred water stays perpetually trapped within the frame. It is said that Yirra breathed a moment of her own clarity into these lenses, allowing the wearer to see the “threads” of the dream. For a Tier 1 avatar, it serves as a vital bridge between the waking world and the memories held within the island’s currents, helping to soothe the disorientation of TGA by showing glimpses of the “flow” in everything.
Stats
- Tier: 1
- Rarity: Common
- AC: 1 (Item specific)
- Resilience: 5
- Item HP: 25 (Avatar Max HP + 5)
- Weight: 0.1 lbs
- Material: Enchanted Brass and Infused Aqueous Film
Passive Magic
- Fluid Intuition: While worn, the avatar gains a +1 bonus to skill checks involving Intuition or Perception when near bodies of water or steam-powered machinery. This represents the lens’s ability to highlight the natural flow of the environment.
- Yirra’s Clarity: The monocle provides a passive “Mind’s Eye” buff that allows the wearer to distinguish between physical objects and minor magical illusions (such as those created by Wild Magic or low-tier enchantments) with a mere glance.
- The Dream-Tether: The wearer receives a +1 bonus to saving throws against effects that cause mental confusion or magical sleep, as the water film acts as a sensory anchor to Yirra’s stabilizing dream.
Activable Magic
- Ripple-Sight (Action): By lightly tapping the frame of the monocle, the user causes the water film to ripple. For the next three minutes, the user can see the “mana-currents” in the air, allowing them to track the direction of local magical ebbs and flows.
- Memory Droplet (Ritual Chant): The avatar performs a 10-minute ritual while staring through the lens into a natural pool of water. This allows them to “weave” a single fragment of a past-life memory into a clearer vision, providing a clue for a current quest or personal character arc.
- Steam-Breathe (Reaction): If the avatar is within 5 feet of a steam vent or engine, they can use a reaction to cause the monocle to absorb a portion of the vapor. This creates a 5-foot-radius Dream Mist Veil around the avatar for one turn, granting them a temporary advantage on evasion rolls.
Specific Slot
- Eye Slot: This item is worn over one eye. It can be worn alongside earrings or headwear but cannot be used simultaneously with glasses or other eye-covering gear. It must be attuned to provide its magical benefits.
Tags
High Magic, Steampunk, Hydromancy, Dreamweaving, Reincarnation, Watercraft, Isekai Integration, Ritual Visions, Water Magic, Dream Visions, Intuitive Crafts, Eye Slot, Tier 1, Aboriginalism, Yirra, Aquatic Trade, Floating Industry, Tidal Rituals, Steam Navigation, Rebirth Cycles, Jungle Temples, Sensory Focus, Aqueous Resonance, Memory Tether, Fluid Adaptation, Mana Tracking
Acquisition and Trade of the Rippling Monocle
Methods of Obtaining the Item
The Rippling Monocle is often treated as a foundational tool for those beginning their journey in the southern equatorial zones of Saṃsāra. It is rarely found through violence and more often through the “flow” of the world’s currents.
- Dreampool Manifestation: Devout followers of Yirra often find these monocles appearing at the edge of sacred Dreampools after a particularly vivid communal dream ritual. They are considered “wash-ups” from the divine tapestry, left behind for those whose “Mind’s Eye” requires a lens to focus.
- Isekai Welcome Gift: In the floating metropolis of Dreamtide, the local Waterdreamers often keep a supply of these monocles to hand out to newly arrived souls experiencing the fog of TGA. It is seen as a social and religious duty to provide the lens to help the reincarnated anchor themselves to their new reality.
- Discovery in Cave Systems: Due to the water-resistant nature of the item, they are occasionally found in dark cave systems or submerged ruins. An avatar might discover one tucked into a crevice where a subterranean spring meets a ley line, glowing faintly in the dark.
- Quest for Clarity: A local Mayor or a Guild Master of a steam-navigation guild may provide a Rippling Monocle as a reward for an avatar who successfully maps a new river current or identifies a blockage in a city’s steam-pulley system.
Commercial Environments and Shop Typologies
Commerce in Saṃsāra is a sellers’ market, and the price of a Rippling Monocle varies wildly based on how close the shop is to a significant water source or a major center of the Faith of Yirra.
- Dreampool Gift Shrines: Located at the entrance to jungle temples or on floating platforms, these shops are managed by the Waterdreamers. Here, the monocle is sold as a “sacred aid.” The price is typically 110 Gold. If the buyer is a registered member of the Aboriginalism faction, the price may be reduced to 90 Gold as a gesture of communal harmony.
- Steamport Navigational Outfitters: In bustling ports or airship docks, these items are sold as practical navigational gear. Because they help pilots see mana-currents, they are in high demand. Merchants here may charge between 140 and 160 Gold. If the merchant suspects the buyer is an Isekai traveler with a full “Starting Avatar Kit,” they may attempt to push the price to 200 Gold, adhering to the “buyer beware” philosophy.
- Submerged Trade Bazaars: In underwater population centers or cave-based megacities, the Rippling Monocle is a common necessity for seeing through silt or murky magical ebbs. Due to the high availability, the price is often lower, hovering around 100 Gold or 20 Electrum.
- Foreign Curiosity Shops: On distant islands where Aboriginalism is not practiced, the monocle is sold as a “Rippling Eye-Glass” or a “Liquid Trinket.” Sellers in these regions often do not understand the “Memory Droplet” ritual, and a clever buyer might find one for as low as 70 Gold. Conversely, a seller might claim it is a “Legendary Seer’s Lens” and attempt to sell it for 400 Gold.
Selling and Trade Value
The resale of a Rippling Monocle depends on the state of the aqueous film within the lens.
- Refilling the Lens: If the water film has dried out due to the item reaching zero HP or being broken, the item is worth very little—perhaps 10 Silver for the brass frame. It must be repaired at a Dreampool to regain its function.
- Standard Resale: Most reputable merchants will offer 50 Gold for a functional, attuned monocle. If the avatar has high Renown and can prove the monocle was used to survive a “Dreamrift” event, they may negotiate a trade for a more expensive Tier 2 item or receive up to 120 Gold from a collector of religious artifacts.
- Faction Exchange: Members of the Faith of Yirra can often trade a Rippling Monocle directly for 100 Gold worth of credit toward higher-tier water-infused gear or steam-powered armor, provided the trade happens within the territory of a friendly Dreampool.
Tactical Fluidity: Roleplaying the Rippling Monocle
The Rippling Monocle is an extension of Yirra’s adaptive and intuitive nature. Roleplaying its use involves shifting the focus from physical confrontation to the manipulation of the “dream-flow” and the environment’s hidden currents.
Defensive Roleplay: The Shifting Surface
In defensive scenarios, the Rippling Monocle is roleplayed as a tool of Adaptability and Harmonious evasion. It allows the avatar to anticipate threats by seeing the ripples before the splash occurs.
- In Jungle and Swamp Environments: When ambushed by feral beasts or rival factions, the avatar taps the monocle’s frame to activate Ripple-Sight. The player describes their vision warping as the lens highlights the displaced air and mana-trails of hidden predators moving through the foliage. Instead of a rigid block, the avatar “flows” around the attack. The roleplay emphasizes the Fluid trait; the avatar moves with a sudden, unnatural grace, as if the air itself is pushing them out of harm’s way, turning a lethal strike into a harmless graze.
- In Steam-Powered Megacities: Amidst the hiss and clatter of urban life, the avatar utilizes the Steam-Breathe reaction. As an attacker lunges, the player narrates the avatar glancing through the monocle at a nearby steam-pipe or engine vent. The lens “pulls” the vapor, and the roleplay describes a sudden, thick, lavender-tinted mist erupting between the combatants. This Dream Mist Veil is described as projecting shifting, liquid-light decoys of the avatar, leaving the foe striking at shadows while the user slips into the urban currents to reposition or escape.
Offensive Roleplay: The Focused Current
Offensively, the Rippling Monocle is used to execute Intuitive and precise strikes by identifying the underlying “threads” of the dream that are vulnerable to disruption.
- Targeting Weak Points (Mind’s Eye): During combat, the player roleplays the avatar closing their naked eye and focusing entirely through the aqueous film of the monocle. They describe seeing the target not as a solid form, but as a collection of glowing magical nodes and stress points. When the avatar strikes, they are “threading the needle.” The roleplay focuses on Clarity—the avatar strikes a specific joint in a golem’s knee or a gap in a foe’s water-infused armor where the mana-flow is stagnant. This is narrated as the avatar striking “where the dream is thin,” leading to more effective damage.
- Environmental Manipulation: The avatar can roleplay using the monocle to “aim” environmental hazards. By observing the mana-currents with Ripple-Sight, the player describes their character striking a stone or a tree not to break it, but to send a “ripple” through the ground or water toward the foe. This can be narrated as an Offensive Intuition, where the avatar causes a sudden, minor surge in a local puddle or steam vent to douse an enemy’s weapon or trip them exactly as they prepare an action.
- The Visionary Strike: When using the Memory Droplet ritual offensively, the roleplay takes on an Enigmatic andCAPTIVATING tone. The avatar might stare through the lens at a foe, catching a reflection of the foe’s own “dream-thread.” The player narrates a moment of profound insight where the avatar predicts the foe’s next three moves based on the “current” of their intent, allowing the avatar to deliver a strike that feels destined rather than lucky. This is described as the avatar “weaving” the foe’s defeat into the current reality.

Perception of Activation:
User Perspective
The moment you tap the brass frame of the Rippling Monocle, the sensation is akin to a sudden, cooling plunge into a high-altitude lake. The dry air against your face feels momentarily heavy and humid. As the aqueous film begins to churn, your vision through the lens is no longer static; the world becomes a series of overlapping, translucent waves. You perceive the “dream-threads” of the multiverse as shimmering, violet ribbons that connect living beings to the environment. The hum of nearby steam engines, previously a mechanical drone, is now perceived as a rhythmic, melodic pulsing that you feel in the center of your chest. There is a profound sense of “drifting” as your mind detaches from the rigid constraints of physical logic, allowing you to intuitively understand that the wall before you is not a barrier, but a slow-moving current of solidified possibility.
Observer Perspective
To those watching the avatar, the activation is marked by a sharp, metallic “ping” as the brass gears within the monocle rotate. The lens, which usually appears as a clear droplet of water, suddenly erupts into a swirling vortex of deep purple and indigo light. A faint, sweet scent of jungle rain and ozone emanates from the avatar, and a fine mist begins to bead on the user’s skin. The avatar’s movements become noticeably more fluid, their head tilting at odd angles as if they are tracking the flight of invisible birds. The glowing light from the lens casts a rhythmic, rippling pattern across the avatar’s face, resembling sunlight reflecting off the bottom of a shallow pool.
Extra-Sensory Perceptions
- Chrono-Dilation: The user experiences time as a liquid medium. Seconds feel elongated, allowing the avatar to observe the slow “bloom” of a falling leaf or the gradual tensing of an opponent’s muscles before a strike.
- Mnemonic Humidity: The avatar can “smell” the age of the water in the air, sensing the lingering emotional residue of past events that occurred in the vicinity. This is perceived as a sudden flash of a stranger’s joy or sorrow as a steam plume passes by.
- Aura of the Loom: Those with Soul Sight perceive the user as being momentarily “unthreaded” from the physical plane. The avatar appears as a shimmering silhouette of liquid light, their outline blurring into the ambient magical currents of Saṃsāra.
- Ley Line Tapping: A low-frequency vibration resonates in the avatar’s skeletal structure, providing a constant, directional “pull” toward the nearest concentrated source of water-based magic.
Positives
- Cognitive Fluidity: The user can process complex social or mechanical puzzles with ease, as the monocle allows them to see the “flow” of intent and logic behind the problem.
- Heightened Evasion: By perceiving the ripples of intent in an attacker’s mind, the user gains a supernatural ability to slip through the gaps of an assault, moving before the blow is even fully formed.
- Stabilization: The cooling effect of the water film provides a temporary “reset” to the disorientation caused by TGA, offering a moment of absolute mental clarity.
Negatives
- Depth Perception Distortion: The rippling effect of the lens can make solid ground appear to be at a different distance than it actually is, potentially causing the avatar to stumble if they move too rapidly without focusing.
- Emotional Bleed: The extra-sensory perception of the environment’s memories can be overwhelming; in areas of high historical trauma, the user may experience a “flood” of unearned sorrow or fear.
- Sensory Dampening: Upon deactivation, the real world feels jarringly “dry” and mute. The sudden loss of the extra-sensory input can leave the avatar feeling sluggish and sensorially deprived for several minutes.
Spiritual Loom: Weaving of the Rippling Monocle
Materials Needed
- Enchanted Brass Tubing: Three ounces of high-quality brass, purified by immersion in the headwaters of a jungle river. This forms the rotating frame and the delicate internal gears.
- Vial of Dreampool Essence: Two ounces of magically infused water harvested from a Grand Dreampool during the Tideweave festival. This water possesses the surface tension required to remain in the frame without spilling.
- Shard of a Dream Orb: A small, translucent fragment of a shattered Dream Orb. This serves as the anchor point for the water film, allowing it to hold Yirra’s clarity.
- Conductive Silver Filament: One foot of silver wire, drawn as thin as a hair, used to weave the magic circuits into the brass housing.
- Infused Sapphire Dust: A pinch of finely ground sapphire, used to stabilize the mana-currents within the aqueous film.
Tools Required
- Precision Steam-Lathe: Used for turning the brass into perfectly concentric rings and cutting the sexagesimal-based gears.
- Water-dreamer’s Basin: A shallow, magically attuned bowl used to “float” the components during the assembly to ensure they are synchronized with the island’s currents.
- Hydromantic Soldering Iron: A tool that uses superheated steam to join the silver filaments to the brass without damaging the magical properties of the materials.
- Fine Gem-setting Tweezers: For placing the Dream Orb shard and threading the silver filaments.
Skill Requirements
- Trained Skill: Hydromancy (Level 1): Essential for manipulating the surface tension of the Dreampool essence and ensuring it bonds with the frame.
- Trained Skill: Steamcraft Engineering (Level 1): Required to assemble the internal gear system that allows the lens to ripple upon activation.
- Trained Skill: Jewelry Crafting (Level 1): Needed for the precision metalwork and the aesthetic Renaissance-style engraving of the wave crest patterns.
Crafting Steps
- Milling the Frame: The brass tubing is turned on the steam-lathe to create two thin, interlocking rings. The exterior of the rings must be etched with the water spiral symbol to act as a natural conduit for Yirra’s power.
- Laying the Circuits: The conductive silver filament is woven in a complex, circular pattern within the interior groove of the primary ring. These filaments must be soldered at exactly seven points to align with the weeks of the Saṃsāra calendar.
- Seating the Anchor: The Dream Orb shard is polished into a microscopic bead and set into the base of the frame. This bead acts as a gravitational anchor for the water essence, preventing it from evaporating or leaking.
- The Infusion Ritual: The Dreampool essence is placed into the Water-dreamer’s Basin and mixed with the sapphire dust. As the mixture begins to glow with a violet hue, the brass frame is submerged. The crafter must use a Normal Chant of the Conjursday weekday to “thread” the water into the frame.
- Surface Tension Locking: While submerged, the internal gears are engaged. The crafter utilizes the steam-lathe to apply a localized burst of pressure, “locking” the aqueous film into the frame through hydromantic resonance.
- The First Ripple: The completed monocle is removed from the basin and held toward the light of Helios. The crafter must perform a Silent activation to ensure the water film ripples in a perfect spiral. Once the resonance is stable, the item is ready for its first attunement.
Single Water-Eye That Sees Sleep-Threads
In the time of the very-long-before, when the floating wood-villages of Aboriginal were merely small rafts tied to the roots of the great green-tree-giants, the waters of the world spoke in voices too loud for the soft ears of men. It is written in the mud-tablets that a man of the sky-falling arrived in the river-lands. The old dirt-words call him Cannot-Hold-the-River. He came from the outside-everywhere, his head suffering from the sickness of the empty-yesterday.
Cannot-Hold-the-River was a heavy stone in a world made for fish. He walked upon the floating platforms, but his legs were stiff with the dry-earth logic of his forgotten home. He could not see the purple winds of the magic-currents. He could not hear the singing of the hot-vapor-pots that ate the elemental fire and spat the white clouds. When the priests of the water, the early-dreamers, sat to weave the threads of the sleep-thoughts, Cannot-Hold-the-River saw only people staring into puddles. He bumped into the spinning wheels. He stepped into the holy currents and muddied them with his clumsy boots. He was blind to the flow, and because he was blind, the world bruised him greatly.
The moon-circle walked the sky-path many tens of times, and Cannot-Hold-the-River grew full of sorrow-water. He went to the edge of the deepest Dreampool, where the water is thick with the memories of the before-lives. He wept his salt-water into the sweet-water, asking the empty air why he was brought to a world of liquid when his eyes were made of dry dust.
The salt-water fell into the pool, and the pool did not like the taste of stagnation. The water gathered itself into a standing wave that wore the shape of a person. It was Yirra, the Liquid Light, the Weaver of the Wet and the Sleep. The old scrolls say her voice was like the sound of pebbles rolling under a fast stream, very beautiful but hard to hold in the hands.
Yirra spoke, and the translation of her speaking is difficult. She said: “Your eyes are prisons of glass. They look for the hard edges of the dry-dirt worlds. Here, the world has no edges. You try to catch the river with a net of iron. I will give you a net of water.”
The Weaver of the Wet reached into the debris of the shoreline. She picked up a circle of yellow-hard-dirt [brass] that had fallen from a broken hot-vapor-wheel. She held it in her fluid fingers, and she did not heat it with fire, but with the cold-pressure of the deep dark. She smoothed the yellow-hard-dirt until it was a perfect circle. Then, she reached into the very center of the Dreampool, where the sleep-threads are the thickest, and pulled out a single, large drop of the memory-water.
She placed the water into the yellow ring. The water did not fall out, because Yirra commanded the surface to hold hands with itself. She breathed upon it, a breath of pure purple light, and the water froze without being cold, rippling forever like a trapped storm.
Yirra placed the circle over the right eye of Cannot-Hold-the-River. “This is the Single Water-Eye,” she said. “Do not look at the shape of the pot. Look at the steam that escapes it.”
When the yellow metal touched his skin, the sickness of the empty-yesterday stopped hurting his head. Cannot-Hold-the-River opened his new eye. He gasped, falling to his knees. The world was no longer solid. He saw the purple ribbons of the mana-currents twisting through the air. He saw the hot-vapor-pots not as metal boxes, but as glowing hearts of caged fire and water, singing a song of pressure. He looked at the early-dreamers and saw the glowing strings connecting their heads to the deep pools.
Suddenly, the Single Water-Eye rippled violently. Cannot-Hold-the-River saw a bad-knot in the purple winds. A great hot-vapor-wheel, the largest in the village, was choking. The fire inside it was fighting the water, and the mana was turning the color of bruised blood. The blind men around it did not see the sickness; they only saw the wheel spinning.
Because he now saw the flow, Cannot-Hold-the-River did not run in a straight line like a panicked beast. He moved like the water. He danced through the scalding white clouds, stepping exactly in the empty spaces where the steam-veils parted. He reached the great wheel and turned the heavy stopping-valve, letting the angry pressure bleed out into the sky just before the metal stomach would have burst and destroyed the floating village.
The early-dreamers saw his dance. They saw that he was no longer a heavy stone, but a leaf riding the current. They renamed him Sees-the-Purple-Wind. He became a great weaver of the sleep-thoughts, using the Single Water-Eye to read the sickness in the machines and the sorrow in the minds of the newly arrived sky-falling people. When he finally became purple sparks to join the great loom in the sky, the yellow ring fell into the pool, waiting for the next dry-eyed soul who needed to learn how to swim in the air.
The moral of the story: The hard eye sees only the wall, but the liquid eye sees the path through the cracks; to understand the dream, one must look with the water, not against it.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Lens of Yirra’s Aqueous Truth
A brass-rimmed monocle holding a film of water that never evaporates. It allows the wearer to
perceive the “threads” of the Great Weaver.
Item Type: Artifact / Occult Tool
Sanity Cost: 1d3 Sanity points to activate (the fluid nature of reality is jarring).
Effect (Aqueous Vision): When looking through the lens, the user gains a Bonus
Die on Spot Hidden and Track rolls.
Dream-Echo: By succeeding in a Hard POW check, the user may perceive the
immediate past of a location as a translucent “ripple” in the air, revealing one
significant action that occurred there within the last 24 hours.
Stability: Provides a +10% bonus to resist any effect causing involuntary amnesia or
psychological fugue states.
Blades in the Dark
The Dreamtide Sight
Fine quality arcane headgear. A lens of shifting water that reveals the flow of ghost-field energy and
steam-pressure.
Quality: Fine (+1 Tier level for Survey/Study).
Load: 0 (Worn).
Unique Ability (Flow Perception): You may expend 1 Stress to see the “flow” of
intent. For the remainder of the scene, you have Increased Effect when Studying a
person for lies or Surveying mechanical weaknesses.
Aqueous Reflex: When you Prowl through a misty or humid environment, you may
take +1d to your roll.
Tags: Arcane, Aqueous, Vision.
Dungeons & Dragons (5th Edition)
Rippling Monocle of the Weaver
Wondrous item, common (requires attunement)
Magical Vision: While wearing this monocle, you can see faint outlines of magical
currents. You have advantage on Wisdom (Perception) checks made to detect
illusions or hidden creatures near water.
Memory Droplet: Once per long rest, you can use an action to focus on the water
film. You cast the Identify spell, but it only works on stone or water-based objects.
Steam Veil (Reaction): If you are within 5 feet of a steam source when you are
targeted by an attack, you can use your reaction to grant yourself half-cover against
that attack as the monocle pulls the vapor around you.
Knave (2nd Edition)
Yirra’s Fluid Eye
A brass ring holding a drop of the Dreamflood. It makes the solid world look like a shifting pond.
Slots: 1 (Face).
Effect: Once per day, you may activate the monocle to ignore all Disadvantage on
sensory-related rolls for 10 minutes.
Ripple-Sight: You can see through up to 1 foot of liquid as if it were clear air.
Mnemonic Anchor: While wearing this, you are immune to magical effects that
alter or erase your memory.
Quality: 5. If the monocle’s quality reaches 0, the water film evaporates and must be
refilled at a sacred spring.
FATE CORE / ACCELERATED
The Monocle of Fluid Vision
A brass-bound lens that reveals the world as a shifting tapestry of dreams
and currents.
Aspect: “Focus on the Mana-Currents”
Stunt (Dream-Thread Insight): Once per scene, when you use
Investigate or Notice on a magical phenomenon or a complex machine,
you may swap your skill rating for Lore as the monocle shows you the
“flow” of the target’s intent.
Stunt (Intuitive Evasion): Because I can see ripples before they form, I
get a +2 to Athletics rolls to defend against attacks when I am standing
near a significant source of water or steam.
NUMENERA / CYPHER SYSTEM
Liquid-Interface Ocularity
A handheld or worn lens containing a trapped, high-viscosity fluid that
reacts to extradimensional energy signatures.
Level: 1d6 (Tier 1)
Effect: While looking through the lens, the difficulty of all Perception
tasks is decreased by one step. Additionally, the user is trained in tasks
related to identifying “The Dataweb” or local mana-flows.
Activated Power (1 Intellect Point): The user can see through 1 inch of
solid material or 1 foot of liquid for 1 minute.
Depletion: 1 in 1d20 (Checked only when the “Steam-Breathe” evasion
effect is triggered).
PATHFINDER (2ND EDITION)
Yirra’s Rippling Monocle (Level 1)
A specialized navigational tool from the southern isles, wreathed in a faint
violet mist.
Usage: Worn (Eye); Bulk: —
Traits: Divination, Invested, Magical, Water.
Current-Sense: You gain a +1 item bonus to Perception checks and
Survival checks to navigate. You can see through non-magical fog and
mist without penalty.
Activate [Two-Actions] (Envision, Interact): You tap the monocle. You
gain Tremorsense (Imprecise) 30 feet for 1 minute, but only while you
are in contact with water or a wet surface.
Aqueous Anchor: You gain a +2 circumstance bonus to saving throws
against mental effects that would cause you to become Confused or
Stupefied.
SAVAGE WORLDS (ADVENTURE EDITION)
The Weaver’s Lens
An exquisite brass monocle that hums with a melodic pulse, anchoring the
wearer to the dream-flow.
Type: Adventuring Gear
Fluid Perception: The wearer adds +2 to Notice rolls to see through
illusions or detect hidden mechanical traps.
Memory Anchor: The hero gains a +2 bonus to resist any Arcane Power
or environmental effect that alters memory or causes confusion.
Power (Object Reading): The wearer can use the Object Reading power
(using Spirit as the Arcane Skill). This power only works while the wearer
is touching a source of water.
Steam Veil: If the hero is near steam and is targeted by a ranged attack,
they may spend a Bennie to force the attacker to reroll the hit.
Shadowrun (6th World Edition)
Aqueous Mana-Lens (Detection Focus)
A brass-bound optical focus that utilizes a suspended fluid medium to interpret astral currents and mana-flow.
Object Resistance: 9 | Focus Category: Detection
Force: 1 (Tier 1 equivalent)
Bonding Cost: 2 Karma
Special Mechanics:
Mana-Ripple Perception: While the focus is active, the user gains a +1 dice
pool bonus to Astral Perception and Perception tests to detect invisible
magical effects or active spells.
Mental Stabilization: The lens’s rhythmic fluid vibration provides a +1 bonus to
resistance tests against Confusion or Influence spells.
Starfinder (2nd Edition / Playtest)
Hydro-Optic Dream Lens
A liquid-filled monocle that translates multidimensional energy into visible ripples, often found in Drift-
wreckage.
Level: 1 | Price: 150 Credits | Bulk: L
Usage: Worn (Eye)
Special Mechanics:
Dream-Thread Analysis: You gain a +1 item bonus to Perception checks to
identify magical hazards or technological anomalies.
Aqueous Reflex (Activate – 1 Action): Frequency 1/Day. You tap the lens to
cause a localized moisture-gathering effect. You gain a +1 circumstance bonus to
AC against the next ranged attack targeted at you before the start of your next
turn.
Stabilizing Vision: You gain a +1 circumstance bonus to saves against the
Confused and Dazzled conditions.
Traveller (Mongoose 2nd Edition)
Psionic Aqueous Filter
A rare handheld lens that uses a high-surface-tension fluid to visualize psionic and environmental stressors.
TL: 11 | Weight: — | Cost: Cr 12,000
Special Mechanics:
Psychic Anchor: The user gains a +1 DM to all Willpower checks to resist
psionic intrusion or memory-altering drugs.
Flow Awareness: When using the Sensors or Investigate skills to analyze
liquid or gaseous anomalies, the user gains a +1 DM.
Aqueous Clarification: The lens allows the user to see through thick particulate
matter (smoke, sandstorms) at a range of 10m as if it were clear air.
Warhammer Fantasy Roleplay (4th Edition)
Yirra’s Aqueous Looking-Glass
A small brass-and-water relic that reveals the Winds of Magic as ripples upon a pond.
Price: 12 Gold Crowns | Enc: 0 | Availability: Rare
Special Mechanics:
Witch-Sight: While wearing the monocle, you gain the Second Sight Talent. If
you already possess it, you gain a +10 bonus to Intuition tests to sense magic.
Aqueous Ward: You gain a +10 bonus to Willpower Tests to resist Corruption or
Insanity points caused by witnessing horrific or reality-warping events.
Fluid Grace: You gain a +10 bonus to Dodge Tests when standing in water or
heavy rain.
