From: Lineage 5298 of Khet Amra Sunveil
Slot: Crest (head frill)
Tier: 1
Description: A delicate circlet of braided gold-copper wire threaded through the crest filaments, terminating in a thumb-sized sun-etched quartz lens. Attunement halves ritual time for any steam or light conduit gear. Once per long rest, the lens can flare to emit a 15-ft cone of blinding daylight (as silver fire spell power, 1 mana boost cost), perfectly shaped to the wearer’s crest curvature.
Lore: Born from the sacred forges of Sandhome’s Level-7 East Spiral during the 8139th minute of the Sunveil Convergence—a rare celestial dance where Saṃsāra’s dual suns aligned with the Great Khet River’s zenith reflection—Crestcrown 8139 emerged as Matriarch Veyra Sunveil’s personal gift to her prophesied heir, Syrak, on the eve of his tumultuous First Shedding. Crafted from gold-copper wires salvaged from a pre-Dustveil airship relic (the ill-fated Skywhisper zeppelin, lost to Kharveth’s cataclysm), the circlet was braided by 13 apprentice Sandwhisperers under steam-lamps fueled by oasis essence. Each filament was threaded through a living hatchling crest model, ensuring perfect curvature for Zaf-Amra physiology.
The crown’s heart—a thumb-sized quartz lens quarried from the Serene Dunes’ “Sun’s Tear” crystal vein—was etched with a singular sunburst Khet-Glyph using Veyra’s own shed scale as the diamond tip. During the forging rite, the lens wept molten light, absorbing ambient ley line pulses and the matriarch’s whispered Zaf-Khet incantation: “Khet-Sul Zephara-Veyr,” binding it to steam and solar conduits across realms. When placed upon Syrak’s crest during his shedding crisis, the crown sang—a high crystalline trill that pierced the dune storm, flaring a daylight cone that guided lost caravans to safety and marked the birth of the “Dawn That Walked” legend.
Since then, Crestcrown 8139 has amplified Syrak’s Renaissance exploits: halving attunement rites for zeppelin steam arrays during Sandhaven overhauls, flaring to blind Raiderspool privateers mid-boarding, and syncing with Lumivest 4271 to project 60-ft ley line holograms for royal surveys. Whispers persist among River Folk purists that the crown’s light echoes the Dustveil’s hubris, its flare carrying faint echoes of Kharveth’s final screams—audible only to Tier 5 seers. Veyra guards its twin (8140) in the Grand Sandshrine vault, awaiting Syrak’s Tier 2 gestalt. The crown’s serial—8139—eternalizes the minute its light first bloomed: 81st minute of the 39th rite cycle.
Tier 1 Stats
- Armor Class Bonus: +0 (delicate, non-protective)
- Weight: 0.5 lbs
- Attunement Time: 30 seconds (halved from 1 minute via solar-vein sync)
- Durability: 10 HP (lens shatters on critical head hit; crown functional at 50% with reduced flare range)
Skills Gained
- Steam Lens Focus (trained): Advantage on Zeppelin Navigation rolls when attuning steam conduits; +1 to identify light-based gear flaws.
- Crest Resonance (expert): Halve ritual attunement time (to 30 seconds) for any steam or light conduit gear; chain attunes up to 2 items per minute.
Passive Magics
- Ritual Halver – All steam/light conduit gear attunement rituals halved (stacks multiplicatively with similar effects, min 15 seconds).
- Crest Synergy – Filaments quiver to alert wearer of nearby ley lines or illusions (+1 passive Mind’s Eye to light/steam properties).
- Vein Amplifier – Wearer’s solar veins pulse stronger; +1 mana boost max capacity while worn (does not stack with other amplifiers).
Activatable Magics
- Daylight Flare (1/long rest, 1 mana boost): Emit 15-ft cone of blinding daylight (DC 13 Con save or blinded 1 round; shaped to crest, no friendly fire). Equivalent to silver fire spell power.
- Lens Pierce (3/day, no cost): Focus lens into 60-ft ray; ignores light resistance, reveals hidden stats on steam/light gear (as active Mind’s Eye, 1 minute duration).
- Convergence Burst (1/short rest, 2 mana boost): Halo-sync with torso gear (e.g., Lumivest); double flare range to 30 ft cone, adds 1d4 radiant damage to next weapon attack.
Specific Slot
- Crest (head frill; threads through Zaf-Amra filaments, compatible with head slot exceptions like earrings; non-conflicting with monocles).
Tags:
Tier-1 Headgear, Solar-Lens Circlet, Steam-Conduit Halver, Blinding Flare, Crest-Filament Braided, Renaissance Relic, Sunveil Heirloom, Khet-Glyph Sunburst, Ley-Line Amplifier, Mana-Cap Boost, Zeppelineer Focus, Dustveil Echo, Matriarchal Binding, Light-Synergy Chain
Crestcrown 8139 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±15% by solar alignment, steam quality, and Sunveil festival proximity. Haggling via Khet-Zaf tonal chant or Mind’s Eye lens appraisal grants 1d6 × 3% discount. Crestcrowns require Zaf-Amra crest compatibility test (free at Sandshrines).
1. Sandhome Subterranean Crest-Forger’s Vault (Level-7 West Helix) Shop Type: Matriarchal Veilweaver Reliquary – “Crowns of the Converging Suns” How Sold: Sealed rite-auction in steam-lit vault during Sunveil Eclipse Vigil (quarterly, under crystal domes). Crown displayed on filament mannequin; attunement demo via apprentice crest. Bidders chant Zaf-Khet bids; winner syncs via blood-drop rite on-site. Cost:
- Base Bid: 81 Gold (honors 81st minute forging)
- Final Sale Range: 95–120 Gold (includes 9% Sandwhisperer tithe)
- Bundle Option: 150 Gold with matching Lumivest 4271
2. Khet-Vara Royal Zeppelin Apex (Matriarchal Berth 39) Shop Type: Queen’s Solar Attunement Salon – “Heirlooms of the Bright Lineage” How Sold: By royal appointment; crown arrives via griffon courier in sunburst-etched cedar box. Buyer undergoes 39-second crest scan (lens compatibility); fitting in prism-mirrored chamber with steam incense. Warranty: free filament rebraid if crest grows. Cost:
- Fixed Price: 110 Gold (includes lineage certification scroll)
- Trade-In: Any Tier 1 headgear for 25 Gold credit
3. Riverbend Sate Crest-Weaver’s Bend (River Quay Stall 81) Shop Type: River Folk Matrilineal Exchange – “Filaments & Flares” How Sold: Open-air barter under reed canopies at River Crest Market (weekly). Crown suspended from silt-lantern; River Folk trade clan heirlooms, Sand Folk offer crystal shards. Demo: flare test on river surface (illuminates 15 ft underwater). Cost:
- Cash: 90 Gold
- Barter Equivalents:
- 81 shed Zaf-Amra scales (prismatic grade) OR
- 5 mana-boost sun-crystals OR
- 1 royal river barge passage (Khet-Vara round-trip)
4. Raiderspool Shadow-Dock Contraband Loft (Airship Gale-Eye Deck 8) Shop Type: Privateer Lens-Smuggler’s Nook – “Blinding Bargains” How Sold: Whisper-network sale in swaying zeppelin loft; access via sunburst tattoo flash. Crown hidden in steam-vent compartment; buyer tests flare in zero-gravity (blinds holographic decoys). Quick attunement or no deal. Cost:
- Cash: 130 Gold (smuggler’s premium)
- Favor Trade: 105 Gold + 1 uncharted ley line coordinate OR zeppelin escort through dune storms
5. Oasis Fort Sunspire Caravan (Mobile Shrine-Tent – “Lens of the Eternal Dawn”) Shop Type: Nomadic Sandwhisperer Relic Peddler – “Crests of the Veiled Sun” How Sold: Dune-pop-up during Oasis Eclipse Fair (monthly). Crown on steam-rotating pedestal; trader chants demo-flare to blind illusory sandworms. Includes oasis-blessed polishing cloth. Cost:
- Cash: 100 Gold
- Desert Barter: 75 Gold + 2 griffon flights OR 1 Dustveil obelisk shard
Resale & Reforging
- Damaged/Used Units: 40–55 Gold at any Sandshrine (lens sold separately: 20 Gold).
- Reforging Fee: 25 Gold + 1 mana boost sun-crystal to re-etch sunburst and rebraid filaments (Sandhome exclusive).
Crestcrown 8139 – Roleplay in Defense & Offense Across Environments
1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak crests a dune ridge at dusk, crown filaments quivering like wind chimes. Sandworm tremor pulses below; he tilts head, Crest Resonance alerting to illusionary decoy. Lens clicks—Lens Pierce ray slices 60 ft, revealing real maw. He flares Daylight Flare (1 mana), 15-ft cone of blinding daylight shaped to crest; worm recoils, blinded, diving deep. Offense Roleplay: Ambushing raiders at night. Syrak slithers forward, crown dimmed to heartbeat glow. At 15 ft, Convergence Burst (2 mana) syncs with Lumivest—flare doubles to 30 ft, adding 1d4 radiant to Solwhip 1947 lash. Raiders clutch eyes; he vanishes into darkness.
2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Barge under arrow fire. Syrak stands bow, crown catching torchlight. Crest Synergy warns of illusionary pirate duplicates. Daylight Flare erupts—15-ft cone blinds real archers; arrows sail wide. Ritual Halver lets him attune Prismfang Dagger 5823 mid-combat (30 sec). Offense Roleplay: Boarding enemy vessel. Syrak vaults rail, lens focusing Lens Pierce on captain’s hidden steam grenade—disarmed. Daylight Flare blinds crew; he finishes with Steamvent Glaive 7601, reach amplified by crown’s stable glow.
3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin sabotage—assassin cloaked in shadow. Syrak leans over railing; Crest Resonance vibrates, lens flashing to reveal astral tether. Daylight Flare severs tether—assassin materializes, blinded. Vein Amplifier +1 mana fuels Sandsiphon Alembic 9176 mid-fall. Offense Roleplay: Royal duel. Opponent casts mirror image. Syrak smirks, Lens Pierce ray shatters illusions. Convergence Burst doubles flare with Lumivest—30-ft cone blinds foe; crowd gasps at prismatic afterimage.
4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave-in traps team. Syrak presses crown to wall; Lens Pierce reveals crystal support vein. Daylight Flare illuminates escape route—team follows halo. Ritual Halver attunes emergency steam drill in 30 sec. Offense Roleplay: Rival clan duel. Syrak steps into circle; Convergence Burst syncs with Lumivest—30-ft flare blinds opponent. Steamvent Glaive thrust guided by crown’s glow.
5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity ambush. Syrak floats, crown filaments glowing. Garrote wire approaches—Crest Resonance vibrates; Daylight Flare blinds assassin, wire misses. Vein Amplifier +1 mana fuels Siltstep Greaves 6722 drift. Offense Roleplay: Stealing obelisk shard. Syrak dims crown, Lens Pierce reveals vault trap. Convergence Burst overcharges halo—shard attunes instantly. Guards blink; he’s gone, crown trailing faint aurora.
Universal Combo (Any Environment)
- Defense: Pair with Lumivest 4271—crown + vest halo = +2 illusion save, 60-ft Lens Pierce range.
- Offense: Sync with Solwhip 1947—Convergence Burst adds 1d4 radiant to light-lash, 30-ft cone blind.
Roleplay Note: Syrak narrates crown’s trill as Zephara’s guidance; lens clicks when ley lines align, prompting Khet-Zaf chants for +1 to next action.

Perception of Activation:
User’s Perspective (Syrak Sunveil): The instant attunement clicks, a thrum vibrates through the crest filaments like plucked harp strings, rising to a crystalline trill that resonates in the skull. Quartz lens warms against the brow, pulsing in sync with solar veins—each beat a miniature sunrise behind the eyes. A soft whoosh of air precedes the flare; 15-ft cone of daylight erupts forward, shaped perfectly by crest curvature, edges razor-sharp, no spill. Vision whites out in the cone, then refocuses—ley lines blaze as golden threads, illusions flicker violet. Scent: hot copper and sun-baked quartz. Extra-sensory: Zephara’s whisper “See the quarrel’s end” echoes in mind; mana boost drains 1 point, felt as a cool sip from the soul.
Positives:
- Instant +1 Mind’s Eye to steam/light gear within cone.
- Flare auto-shapes to avoid allies; wearer immune to blind.
- Vein Amplifier +1 mana cap replenishes on next long rest.
Negatives:
- Overuse (2+ flares/day) risks lens crack—roll 2d4 pain interval/HP loss.
- In darkness, flare drains extra mana (2 points) to compensate.
Observer’s Perspective (Ally or Foe): A high trill cuts the air as Syrak tilts head. Gold-copper wires glow, quartz lens ignites—15-ft cone of blinding daylight spears forward, edges sculpted by crest like a living lens. Air shimmers with heatless warmth; cone’s interior whites out, illusions shattering into violet shards. To foes: eyes burn, world vanishes in glare. To allies: cone’s edge glows soft gold, safe. Scent: ozone and hot metal. Extra-sensory (Mind’s Eye users): observer feels pull toward wearer, like standing before a calm sun; faint Dustveil screams echo in flare’s afterimage.
Positives:
- Allies within 15 ft gain +1 to detect illusions/ley lines (shared passive).
- Flare reveals hidden gear stats to all in cone (1 round).
Negatives:
- Foes gain +1 to target Syrak’s head (lens marks position).
- In deathly areas, flare flickers—cone halves to 7 ft, risks backlash.
Recipe: Crestcrown 8139 – Sunveil Lens Circlet
Materials Needed
- Gold-Copper Wire (Skywhisper Relic): 18 in – salvaged from pre-Dustveil zeppelin wreckage (81 Gold or 4 days excavation).
- Sun-Tear Quartz Lens: 1 thumb-sized – quarried from Serene Dunes “Sun’s Tear” vein (39 Gold).
- Zaf-Amra Crest Filaments (Donor): 13 strands – post-shedding, prismatic grade (clan donation or 20 Gold).
- Steam-Etch Diamond Tip: 1 – forged from Sandhome deep-mine diamond, pre-etched with Zaf-Khet binding rune (25 Gold).
- Solar-Vein Catalyst: 1 drop of wearer’s blood (post-First Shedding) or 1 shed scale fragment (lens-grade).
Tools Required
- Steam-Driven Diamond Etcher – calibrated to 8139 Hz (Sandhome Forgeworks rental: 8 Gold/day).
- Crest-Forming Mandrel – mirrored silica, steam-heated (Khet-Vara Royal Survey access or 12 Gold rental).
- Filament Braiding Loom – gold-copper tension frame with steam micro-adjusters (Sandhome Level-7: 5 Gold/day).
- Sunburst Crucible – quartz-fired, solar-focused (3 Gold).
Skill Requirements
- Steamcraft Calibration: Expert (DC 16) – for wire frequency sync.
- Zaf-Khet Glyph Mastery: Trained (DC 14) – for sunburst etching precision.
- Alchemical Forging: Trained (DC 13) – for lens tempering and filament integration.
- Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).
Crafting Steps (Total Time: 81 minutes – sacred to forging rite)
- Minute 1–13: Wire Preparation
- Anneal gold-copper wire in sunburst crucible at 390 °F (steam-heated) for 9 minutes.
- Braid 13 strands on filament loom using donor crest as tension guide; secure with micro-steam knots.
- Minute 14–39: Lens Etching
- Mount quartz lens on crest-forming mandrel under direct sunlight (or wearer’s halo).
- Use diamond etcher at 8139 Hz to carve sunburst Khet-Glyph (39 seconds per ray, 13 rays total).
- Cool lens in oasis water—trill confirms attunement readiness.
- Minute 40–65: Assembly
- Thread braided wire through crest filaments on mandrel; terminate at lens with steam-welded copper clasp.
- Secure lens with resin-sealed reed thread; steam-cure at 250 °F for 13 minutes.
- Pierce lens center with wearer’s blood/scale—veins pulse once, syncing flare frequency.
- Minute 66–81: Activation Rite
- Wearer places crown on crest in mirrored silica basin under noon sun.
- Chant Khet-Zaf “Zephara Khet-Sul Veyr” (6-second ritual) – lens ignites in sequence.
- 15-ft daylight flare blooms; crown trills with wearer. Final chime seals attunement.
Success: Crown gains all Crestcrown 8139 properties. Failure (DC fail by 5+): Lens fractures—roll 1d4 rays lost; retry after 1 long rest. Cost Summary: 148 Gold (materials) + 28 Gold (tool rental) = 176 Gold total (or 81 Gold with relic salvage + matriarchal labor).
Crown That Sang Sun to Sleep
In the time when the sky had two suns and the sand had no name, when the river was a serpent that had not yet learned to coil, there came a smith whose name is broken, though some say Khet-Veyr, others Sul-Zar, and still others whisper Lens-That-Was-Not-Yet.
He walked the high places where the wind cut like glass, where the dunes rose like frozen waves and the river’s breath froze on the lips. His crest was young, his scales dull, for the First Shedding had not come, and his heart was heavy with the silence of the sky. The two suns did not speak. They only burned. And the people below burned with them.
The smith carried nothing but a coil of wire—gold from the river’s heart, copper from the dune’s bone—and a shard of quartz taken from the place where the suns touched the sand. The shard was no bigger than a tear, but it held the light. When the smith lifted it, the suns did not move. They watched.
He walked until the river vanished and the dunes swallowed the horizon. There, at the place where the sky met the sand, he set his forge. Not of iron, not of stone. He set his will. He braided the wire with his own crest filaments, each strand a word in a tongue older than the dunes, older than the river, older than the quarrel that had not yet begun. He sang as he braided, and the song had no words, only tones—thirteen tones, rising, falling, peaking, dipping, level—like the breath of the world before it learned to lie.
When the crown was done, it was delicate as a spider’s thought, strong as the silence between heartbeats. The smith took the quartz shard and set it in the center. He pressed it with his palm, and the shard melted—not with heat, but with memory. It became a lens, round as the sun’s eye, etched with a sunburst that was not a sunburst, but a question.
He placed the crown upon his crest.
And the suns answered.
The light did not fall upon him—it entered him. It poured through the lens, through the wire, through the filaments, and out again as a cone of daylight that cut the night like a blade. The cone touched the dunes, and the sand sang. It touched the river, and the water slept. The people looked up from their burning. They saw the light. And for the first time, the two suns blinked.
The smith walked between the burning places. He did not speak. He did not need to. The crown spoke. The lens spoke. It showed the River Folk the silence beneath the sun’s glare. It showed the Sand Folk the sleep beneath the river’s roar. And the burning stopped—not with water, not with shade, but with seeing.
But the crown was not done.
In the night, when the two suns slept and the stars were grains of salt, the smith dreamed. In the dream, the crown sang the suns to sleep. The lens turned silver, and the cone became a lullaby that walked beside him. He woke, and the crown was heavy. Not with weight, but with time. It remembered the suns. It remembered the silence. It remembered the burning. And it remembered the price.
The smith grew old. His crest withered. His lens dulled. But the crown did not. It glowed brighter with each shedding, as if it fed on the light he could no longer hold. On the day of his final shedding, he walked to the place where the suns touched the sand. He removed the crown. He laid it upon the ground. And he died.
The crown did not fade. It lay there, singing, waiting.
Centuries passed. The River Folk forgot. The Sand Folk forgot. But the crown remembered. It remembered the smith. It remembered the light. It remembered the silence. And it remembered the question etched in its lens:
What is the price of making the suns sleep?
Then came the Renaissance. The steam engines roared. The airships rose. And a hatchling named Syrak Sunveil found the crown in the ruins of the Skywhisper. He did not know its name. He did not know its song. But when he placed it upon his crest, the lens trilled—and the suns woke.
And the burning began again.
The Moral of the Story: The light that ends the burning is the same light that begins it. To wear the crown is to carry the lullaby, not the silence.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Crestcrown of Sunveil Trill
Artifact Description: A delicate circlet of braided gold-copper wire threaded through Zaf-Amra crest filaments, ending in a thumb-sized sun-etched quartz lens. Attunement requires a successful POW roll (normal difficulty).
Powers:
- Grants +10% to Occult and Steamcraft rolls involving light or steam conduits; halves ritual casting time.
- Passive: Wearer senses ley lines or illusions as vibrating filaments (+10% Spot Hidden).
- Activate (1 MP, once per day): Emit 15-foot cone of blinding daylight (Opposed POW roll; victims lose next action if failed).
- Activate (2 MP, 3/day): Lens ray reveals hidden steam/light properties (as Spot Hidden at easy difficulty).
Sanity Loss: 0/1D3 (activation trill); prolonged wear risks 1D4 Sanity loss per week (suns’ whispers). Study Time: 1 week (Occult roll to comprehend etchings; failure inflicts 1D4 Sanity loss). Value: Priceless (matriarchal relic); black market 800-1500 USD (1920s equivalent).
Blades in the Dark
Sunveil Crestcrown
[Special Item, 0 Load]
Effect: Fine (+1 Quality) arcane headpiece of gold-copper braids and quartz lens.
- Improves effect level when attuning or detecting steam/light tricks (e.g., Tinker or Study).
- Activate (Flashback or Devil’s Bargain): Flare 15-pace cone blinding foes (Controlled → Risky for them) or halve ritual time (+1 effect to attunement).
- Drawback: Volatile—overuse risks stress (1d) from “lens crack” overload; conspicuous trill alerts ghosts.
Dungeons & Dragons (2024 PHB / 5e)
Crestcrown of Daylight Flare
Wondrous item, uncommon (requires attunement by a creature with a crest or similar feature)
A delicate circlet of braided gold-copper wire threaded through crest filaments, terminating in a thumb-sized sun-etched quartz lens. While attuned:
- Ritual attunement time for steam or light items is halved.
- The lens sheds dim light in a 15-foot cone.
Daylight Flare (1/Day). As an action, emit a 15-foot cone of blinding daylight. Creatures in the cone must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn. Expend 1 charge from a mana source for silver fire damage.
Weight 0.5 lbs.
Knave (2e)
crestcrown
(1 slot, head 1) Braided gold-copper circlet with quartz lens (1 slot). Passive: Halve attunement time for steam/light items; advantage on saves vs. blindness in light. Flare (1/day): 15 ft cone blind (save ends); reveals illusions (as detect magic, 1 min). Quality 2: +1 attacks with light weapons; lens reveals traps.
Fate Condensed
Sunveil Crestcrown
Extra
Description: A delicate circlet of braided gold-copper wire threaded through crest filaments, ending in a sun-etched quartz lens that amplifies steam and light rituals. Skills: None. Aspects:
- Lens That Trills the Dawn
- Crest of Converging Suns Stunts:
- Ritual Halver: Once per session, halve the time or cost of any ritual or attunement involving steam or light effects.
- Daylight Flare: +2 to Attack or Create Advantage when using light-based effects in a 15-foot cone; once per scene, spend a fate point to blind foes (aspect with 2 free invokes).
- Lens Pierce: Gain a +2 to Notice or Investigate when detecting illusions, ley lines, or hidden steam conduits.
Numenera & Cypher System (Discovery and Destiny)
Crestcrown of Daylight Flare
Level: 1d6+1 Form: Wearable (head crest circlet) Effect: Halves the time to activate or attune steam/light devices (eases Intellect tasks by one step). The lens emits a 15-foot cone of blinding daylight (Might defense task; level 3 or lower targets blinded 1 round per cypher level). Activation: 1 action (Intellect task) Depletion: 1 in 1d20
Pathfinder (2nd Edition)
crestcrown of daylight flare
Item 4 WONDROUS, RARE Price 90 gp Usage worn head; Bulk —
This delicate circlet of braided gold-copper wire threads through a crest or similar feature, ending in a sun-etched quartz lens. While worn: Ritual attunement time for steam or light items is halved. The lens sheds dim light in a 15-foot cone.
Activate [one-action] envision (concentrate, light, magical, visual); Frequency once per day; Effect Emit a 15-foot cone of blinding daylight. Creatures in the cone must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute.
Craft Requirements Supply one casting of daylight.
Savage Worlds (Adventure Edition)
Sunveil Crestcrown
Arcane Item
A delicate gold-copper circlet (+0 Armor, head slot) with a quartz lens channeling light powers. Powers (Trappings: Solar Lens, Crest Filaments):
- Light/Obscure: 15-foot cone reveals illusions (ignores concealment from illusions; +2 Notice).
- Blind: Activate (1 PPE) for 15-foot cone (Vigor -2 or Shaken; Raise: -4 or blinded 1 round).
- Boost/Lower Trait: Halve ritual time for steam/light items (+1 to Arcana for attunement). Cost: 2 PPE to activate powers (recharges as Arcane Background). Note: Trappings emphasize crest-shaped flare for flavorful Zaf-Amra use.
Shadowrun (6th Edition)
Sunveil Lens Circlet
Headware 0.1 Essence | Rating 4 | Avail 12(R) | Cost 18,000¥
Gold-copper braided circlet with sun-etched quartz lens (fits Zaf-Amra crest).
- Custom Fit: +2 dice to Ritual Spellcasting or Alchemy involving light/steam foci; halves ritual time.
- Active Program (Simple Action): 15 m cone of blinding daylight (attack rating 8, DV 4S, AP –; targets resist with Body + Willpower).
- Passive: +1 Perception to detect illusions or hidden nodes within 15 m.
- Overload Risk: After 3 activations, roll Device Rating (4); glitch causes 2S feedback and lens crack.
Starfinder (Core Rulebook)
Sunveil Crestcrown
Level 5 | Price 3,000 | Bulk —
Worn (head) Delicate gold-copper circlet with quartz lens.
- Capacity: 20 (10/hour recharge under bright light)
- Passive: Halves attunement time for hybrid (steam/light) items; 15-ft cone dim light reveals illusions/invisible.
- Activate (Standard Action, 1 charge): 15-ft cone blinding daylight (DC 14 Reflex save or blinded 1d4 rounds).
- Upgrade Slots: 1 (light fusion compatible).
Traveller (Mongoose 2nd Edition)
Sunveil Crest Circlet
TL 12 | Mass 0.1 kg | Cost Cr 20,000
Armor +0 (head accessory).
- Power Cell: 6 hours continuous lens glow (recharges 1 hour in sunlight).
- Effect: Halves ritual/attunement time for steam or light tech; +1 DM to detect illusions or hidden devices within 15 m.
- Flare (1 cell): 15 m cone flash; targets roll 8+ or lose next action (blinded).
- Skill Bonus: +1 to Electronics or Engineering when working with light/steam systems.
Warhammer Fantasy Roleplay (4th Edition)
Crestcrown of the Sunveil
AP (Head) 0 | Qualities: Light, Accessory | Price 30 GC (rare)
Delicate braided circlet with sun-etched lens.
- Passive: Halves casting time for light or steam spells; +10 to Perception tests to spot illusions within 15 yards.
- Channel (1 Round, Channelling Test CN 7): Emit 15-yard cone of blinding daylight; creatures must pass Toughness Test or be Blinded (–20 WS/BS) for 1 round.
- Drawback: In darkness, lens dims; wearer suffers –10 to Cool tests (solar hunger).

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