Goggles of the Ultraviolet Eye 293

From: Lineage 742 of the Silk Spine Fletcher

An eye slot item consisting of dark, polished crystal lenses framed in brass. These allow for the active use of True sight to see the “heat” and “arcane residue” left on bowstrings and recently fired projectiles.

The Lore: The Goggles of the Ultraviolet Eye 293 were birthed from the necessity of the “Silent Stalkers” during the Wilderness Conquest age. In the dense, magic-saturated jungles of Saṃsāra, mundane vision is often deceived by the ebbing and flowing “weather” of the weave. The “293” series represents a breakthrough in optico-alchemy, where dark, polished crystals were harvested from the deep-sea trenches near the underwater megacities. These crystals naturally vibrate at a frequency that filters out the visible spectrum, leaving only the “higher” light.

The “293” specifically refers to the refractive index of the lenses, which are treated with a magic virus that allows the glass to “remember” the signature of arcane heat. To a Silk-Spine Fletcher, these goggles are more than sight; they are a forensic tool. They allow an artisan to look at a bow and see the friction-heat left by the string, or to track a fired projectile by the “arcane wake” it leaves in the atmosphere. Legend tells of a blind master who wore a prototype of these goggles and could “see” the soul-light of his enemies through three feet of solid stone, though modern iterations are more grounded in the physical reality of tracking and precision.


Tier One Stats

  • Item Level: Tier 1 (Common)
  • Armor Check (AC): 1 (Complies with the limit of 3 per item level)
  • Resilience: 8 (Slightly more fragile due to crystal lenses)
  • Item Health Points: 28 (Avatar Max HP 20 + [Resilience 8 * Tier 1])
  • Attunement: Simple (1 minute)

Skills Gained While Openly Worn

  • Wind Observation (Temporary): +1 (Allows seeing the “currents” in the air)
  • Tracking (Temporary): +2 (Specifically for following magical or heated trails)
  • Identify (Temporary): +1 (Reveals hidden structural runes on items)

Passive Magic

  • True Sight (Fragmented): The wearer gains access to a partial True sight spectrum, seeing the world in shades of violet and deep blue. This highlights all magical items, spells in effect, and active portals within 60 feet.
  • Thermal Resonance: The goggles highlight “heat signatures” on inanimate objects. Bowstrings that have been recently pulled or machines that have been running glow with a distinct orange hue.
  • Glare Dampening: The dark, polished lenses provide complete immunity to being “blinded” by non-magical bright lights or sudden flashes of Helios.

Activatable Magics

  • Arcane Trace (Action): By concentrating for one minute (Active Activation), the wearer can follow the “arcane residue” of a projectile fired within the last hour. This trail appears as a glowing ultraviolet line in the air, leading directly to the impact point.
  • Mind’s Eye Zoom (Action): The wearer can focus their thought to increase the magnification of the lenses up to 10x. While active, the user has disadvantage on perception checks for anything outside a 5-degree field of vision but can “identify” stats of objects up to 500 yards away.
  • Ghost-String Alignment (Free Action): Used during an attack, the wearer aligns their sight with the thermal ghost of their bowstring. This grants a +1 bonus to the “roll to hit” for the next attack made within the same turn.

Specific Slot

  • Eye Slot

Tags: Ultraviolet-Vision, Thermal-Tracking, Arcane-Forensics, Deep-Sea-Crystal, Optico-Alchemy, Precision-Sight, Tier-1-Tool, Forensic-Archer, Anti-Glare, Mind’s-Eye-Enhancer, Lathandus-Modified, Tracking-Lenses, Heat-Signature, Forensic-Sight, Ultraviolet-Filter, Chrono-Residue, Optic-Focus, Target-Analysis, Deep-Trench-Glass, Precision-Tracing, Tactical-Vision, Mana-Detection

Procurement and Mercantile Exchange of the Goggles of the Ultraviolet Eye 293


Methods of Acquisition

In the high-magic industrial landscape of Saṃsāra, obtaining a functional “293” series optic requires navigating specific social and environmental challenges.

  • Possession and Salvage: Because these goggles are essential for elite scouts and “Silent Stalker” units, they are often recovered from the remains of a possessed avatar. Upon the death of a tier-2 or higher foe, the goggles may be found among the items dropped in the flash of purple light. If the previous owner was tier 5, however, the item would be destroyed, leaving only a soul crystal.
  • Specialized Quest Rewards: Deep-sea expeditions or diplomatic missions to underwater megacities often yield these goggles as payment. The crystals required for the lenses are harvested in areas hazardous to most air-breathing life, making them a standard reward for those who provide successful transit or protection to oceanic mining guilds.
  • Alchemical Assembly: An artisan with the “Identify” skill and high proficiency in Alchemical Crafting can assemble these using deep-sea crystal shards and a brass frame. This process requires a tier-1 magic crystal to act as the internal frequency regulator for the ultraviolet shift.
  • Ruins and Scars: Magical “scars” left on the land from ancient wars often contain buried caches of equipment. While these goggles can be found in such locations, they frequently carry “Character Marks” or permanent curses that must be cleansed before safe use.

The Market: Retail and Trade Environments

Because there are no online auctions, the exchange of the Goggles of the Ultraviolet Eye 293 occurs in physical storefronts where the “Mind’s Eye” is used to verify the refractive index and crystal purity.

1. Optico-Alchemy Boutiques

These shops are typically found in central cities or metropolises with skyscrapers. They are characterized by low lighting—to better display ultraviolet flares—and various steam-powered lens grinders.

  • Buying: The “sellers’ market” logic applies here; a shopkeeper may demand a higher price if the buyer appears to be in urgent need of tracking a foe. The goggles are sold as “Precision-Sight” tools.
  • Selling: These boutiques pay the most for “293” models in good repair, though they will subtract silver for any scratches on the lenses which would reduce the item’s HP.
  • Estimated Cost: 4,800 to 6,200 Silver.

2. Under-City Trading Hubs

In the megacities located in dark cave systems, these goggles are a necessity rather than a luxury. The shops here are often utilitarian, dealing in bulk supplies for miners and tunnel scouts.

  • Buying: While the price may be more stable due to high supply, the “buyer beware” rule is paramount. Some goggles may be “falsified” with mundane dark glass that does not provide True sight.
  • Selling: Demand is high, but the “Guild Masters” in these areas often enforce strict profit margins, meaning they may offer less coin but provide better trade-in value for other subterranean gear.
  • Estimated Cost: 55 to 75 Electrum.

3. Frontier Outposts and Seaports

In rural areas or uncharted islands, these goggles are rare “Isekai” curiosities.

  • Buying: A traveler might find a pair in a “Possession Storage” warehouse where items have been confiscated by the Monarchy for unpaid taxes. These are often sold at a flat rate without a deep understanding of the 293 refractive index.
  • Selling: Selling here is difficult as local mayors or village leaders may not have the rhodium or platinum to afford them. Trade is more likely to involve passage on a ship or a large supply of rations.
  • Estimated Cost: 3,000 to 8,000 Silver (Highly variable).

Financial Considerations and Fees

  • The World Bank Fee: Any conversion of rhodium or platinum into silver for the purchase of these goggles at a seaport will incur a 1% transaction fee from the World Bank.
  • Property Taxes: If these goggles are kept in a rented warehouse or a “Possession Storage” house, they are subject to the 1% monthly tax for each of the three levels of government (City, State, Country) based on their assessed value.
  • Repair Costs: Since items with half HP are “broken” and lose their “True Sight” function, fletchers often spend a significant portion of their gold at smithies or alchemical labs to keep the 28 HP of the goggles at maximum capacity.

Tactical Application of the Goggles of the Ultraviolet Eye 293

In the high-magic industrial age of Saṃsāra, the Goggles of the Ultraviolet Eye 293 are a specialized sensory engine. They allow a fletcher or scout to perceive the invisible footprints of magic and heat, transforming a chaotic battlefield into a map of forensic data.


Offensive Roleplay: The Sight of the Forensic Archer

When engaging a foe, the goggles are used to strip away deceptions and pinpoint structural or magical vulnerabilities that are invisible to Normal sight.

  • Tracking Through the Urban Skyscraper Labyrinths: In a metropolis of millions, an assassin may use the “Somewhat Safe” crowds or steam-pipe shadows to vanish. A Silk-Spine Fletcher roleplays adjusting the brass frames of the 293s, shifting their vision into the ultraviolet spectrum. The fletcher describes seeing the lingering “arcane residue” of the assassin’s recent spellcast or the “thermal bloom” left on a metal railing the foe touched while escaping. This allows the fletcher to fire a Longbow of the Gossamer Gale 442 through steam vents or hanging banners, using the Arcane Trace to lead the shot directly to the target.
  • Sniper Duels in the Deep Cave Systems: In the total darkness of a subterranean megacity, where most rely on Darkvision (shades of gray), the fletcher uses the 293s to perceive “Thermal Resonance.” In roleplay, the fletcher describes seeing the orange glow of a rival’s bowstring—heated by the friction of being drawn—shining like a beacon in the cold dampness of the cave. This allows the fletcher to use an action to Target a Worn Item, such as the rival’s own goggles or weapon, effectively deactivating the foe’s ability to fight back before a single conventional blow is landed.
  • Naval Bombardment on the Endless Ocean: From the deck of a sailing vessel, a fletcher uses the Mind’s Eye Zoom to identify the “stats” of an approaching enemy ship’s hull. The fletcher roleplays concentrating for one minute, their violet-tinted lenses expanding as they dive deep into the wood’s composition. They describe finding the “hidden structural runes” that reinforce the mast. By identifying these weaknesses, the fletcher can direct the party’s siege weaponry or their own enchanted arrows to strike the exact point where the magic circuits are most fragile.

Defensive Roleplay: The Aegis of the All-Seeing Eye

Defensively, the goggles act as an early-warning system against magical ambushes and environmental hazards that would otherwise blind or confuse an avatar.

  • Counter-Ambush in Magic-Scarred Ruins: In “Unsafe Areas” or “Deathly Areas” where magic has left scars on the land, invisible traps or spirits may linger. The fletcher roleplays the “Passive Magic” of the goggles, noting how the ultraviolet shift reveals the “higher light” of a hidden banishment portal or a lingering cloud of Wild Magic. By seeing the “arcane wake” of these hazards, the fletcher can use a Free Action to warn the party, preventing them from walking into an area where their AC would be cut to zero.
  • Breaching Guarded Safe Areas: When entering a “Designated Safe Area” like a heavily guarded Monarchy vault, the fletcher uses the goggles to detect security measures. In roleplay, the fletcher describes seeing the “ultraviolet light” given off by silent alarm spells or magic circuits embedded in the floor. By following the “Ghost-String Alignment” of the security patterns, the fletcher can navigate the area without triggering a Banishment Mark alarm.
  • Resisting Blinding Flashes: If a foe attempts to use a flash-powder bomb or a bright light spell to escape, the fletcher roleplays the “Glare Dampening” of the dark crystal lenses. While the rest of the party is momentarily blinded, the fletcher describes their vision remaining steady in its violet hue. They use a Prepared Reaction to fire a stiletto or arrow at the fleeing foe, utilizing the thermal trail left by the foe’s rapid movement to ensure the shot hits despite the visual chaos.
  • The Forensic Long Rest: During a Long Rest, the fletcher may use the goggles to inspect the party’s gear. Roleplaying the “Identify” bonus, they describe looking for minute cracks or “mana leaks” in the armor of their allies. This ensures that any item with reduced HP is identified and repaired at a smithy before it becomes “broken,” maintaining the party’s defensive threshold for the coming day’s travels across the 183 billion acres of Saṃsāra.

Perception of Activation:

User’s Perspective

  • Normal sight: The world immediately loses its vibrant natural colors, replaced by a high-contrast palette of deep indigos and electric purples. The “darkness” of a room no longer exists; instead, objects are defined by the shimmering ultraviolet light they reflect.
  • Sound: A distinct, high-pitched crystalline chime rings in your ears, settling into a steady, rhythmic thrumming that vibrates against your cheekbones and temples.
  • Touch: The brass frames of the goggles grow slightly cold, as if the deep-sea crystals are drawing heat from your skin to power the frequency shift.
  • Extra-Sensory (Mind’s Eye): You perceive “Arcane Wake” as physical ribbons of light. A fired arrow leaves a swirling trail of violet smoke in the air that remains for several minutes, allowing you to trace its exact trajectory back to the source.
  • Extra-Sensory (Thermal Resonance): You “feel” the heat of distant objects as a pressure against your retinas. A warm bowstring or a recently used steam-press appears to “throb” with orange light, standing out against the cold blue background of the environment.
  • Extra-Sensory (True sight fragment): Magical illusions appear as translucent, flickering static. You can see the “skeletons” of spells—the geometric runes and magic circuits that underpin active enchantments—revealing how they are anchored to the physical world.

Observer’s Perspective

  • Normal sight: The dark lenses of the fletcher’s goggles suddenly ignite. A fierce, pulsing violet light pours out from the eyepieces, illuminating the fletcher’s face and casting long, flickering shadows that dance with a life of their own.
  • Sound: A faint, buzzing electrical sound—similar to a distant swarm of insects or a vibrating tuning fork—emanates from the device.
  • Touch: Those standing within a few feet of the fletcher feel a sudden, localized drop in temperature, followed by a strange “static” sensation on their skin, as if the air itself has become charged with arcane energy.
  • Extra-Sensory (True sight): To another observer with True sight, the fletcher’s head appears engulfed in a localized nebula of ultraviolet radiation, marking them as a sensory beacon that can be seen through thin walls or heavy foliage.

Positives

  • Forensic Mastery: The ability to see “arcane residue” makes it impossible for magical foes to hide their movements; even a teleportation leaves a “burn” in the ultraviolet spectrum that you can follow.
  • Targeting Precision: Highlighting the “heat” of a bowstring or the “friction” of a moving gear allows for the targeting of specific worn items with a level of accuracy that Normal sight cannot replicate.
  • Deception Immunity: Most mundane disguises and low-tier illusions rely on visible light; the 293 series bypasses these entirely by focusing on the “heat” and “arcane signature” of the entity behind the mask.

Negatives

  • Sensory Isolation: While the goggles are active, you are effectively “blind” to the visible spectrum. You cannot read normal ink on paper, distinguish natural colors (like the ripeness of fruit), or perceive non-magical warnings like red flags or painted signs.
  • Visual Fatigue: Prolonged use of the ultraviolet spectrum causes “Mind’s Eye” strain. After deactivating the goggles, the user often experiences “snow blindness” or a lingering violet tint to their vision that can take several minutes to fade.
  • Targeting Vulnerability: Because the goggles emit such a bright, identifiable glow, you become a priority target for any foe who understands that their concealment has been compromised. The light acts as a “here I am” signal to anyone within line of sight.

Alchemical Refraction: The Assembly of the Ultraviolet Eye 293


Materials Needed

  • 2 Deep-Sea Crystal Shards: Harvested from the Hadal zones of the Lathandus Trenches. These must be dark-tinted and free of internal occlusions to properly filter the visible spectrum.
  • 50 Grams of Refined Brass: Used for the heavy, durable frames and the adjustable bridge.
  • 1 Tier 1 Magic Crystal (Violet): Must be a “frequency-tuned” soul crystal or mana-battery to power the ultraviolet shift.
  • 1 Vial of Kraken Ink: Used as a cooling and darkening agent during the lens-polishing phase to ensure the “293” refractive index is met.
  • 2 Strips of Treated Beast-Hide: For the adjustable head-strap, cured in elemental water to prevent degradation from arcane sweat.
  • 1 Micro-Spool of Silver Wire: To weave the internal magic circuits that connect the crystal battery to the lens housing.

Tools Required

  • Lens-Grinding Lathe: A steam-powered precision tool for shaping the deep-sea crystals into perfect parabolas.
  • Resonance Tuning Fork 293: Specifically calibrated to the ultraviolet frequency required for forensic tracking.
  • Alchemist’s Crucible: For melting the brass and infusing it with the Kraken ink for the darkened finish.
  • Jeweler’s Loupe (Mind’s Eye Grade): To inspect the silver magic circuits for microscopic mana-leaks.
  • Fine Solder-Wand: Powered by a small elemental fire crystal for precise circuit bonding.

Skill Requirements

  • Alchemical Crafting (Trained): Level 4+ (To manage the volatile crystal-to-brass bonding).
  • Optico-Alchemy (Specialized): Level 3+ (Required to achieve the “293” refractive index without shattering the lenses).
  • Identify (Trained): Level 2+ (To verify the “arcane residue” sensitivity of the finished product).
  • Mind’s Eye (Active Activation): Necessary during the final calibration to “see” the ultraviolet shift before the item is attuned.

Crafting Steps

  • Step 1: The Brass Framework Melt the refined brass in the crucible and cast the primary goggles housing. While the metal is still hot, quench it in a mixture of elemental water and Kraken ink. This creates the signature matte-black “stealth” finish and prepares the metal to act as an insulator for the internal arcane heat.
  • Step 2: Grinding the Forensics Mount the deep-sea crystal shards onto the steam-lathe. Grind the lenses to a precise curvature. During this process, you must use the Mind’s Eye to ensure no visible light can penetrate the material. The goal is a total “dark-glass” effect that only reacts to high-frequency ultraviolet radiation.
  • Step 3: Waving the Circuits Weave the silver wire into the interior rim of the brass frames. These circuits must loop three times around each lens to create a stable “frequency-trap.” Connect these wires to the central housing where the Tier 1 Magic Crystal will sit. Use the solder-wand to bond the connections, ensuring a seamless flow of mana.
  • Step 4: The Violet Infusion Insert the Tier 1 Magic Crystal into the bridge of the goggles. Strike the Resonance Tuning Fork 293 and press it against the crystal while it is being seated. The vibrations will “tune” the crystal’s output to the ultraviolet spectrum. The lenses should begin to emit a faint, rhythmic violet pulse.
  • Step 5: Sealing and Strapping Attach the treated beast-hide straps using brass rivets. Perform a final “Active Activation” test by firing a projectile across the workshop and using the goggles to trace its thermal path. If the ultraviolet line is clear and stable, the item is ready for its 1-minute Simple attunement. If the lenses show “static” or flicker, the silver circuits must be re-soldered.

Brass Face-Eyes of Purple-Above-Light 293

In the old walkings, when the meat-vessels of the island dirts were making the great pushing-war against the wet green-places, the magic-weather of the world was very tricking. The walkers of no-sound were having the big failing in their duties. The enemies of the leaf-shadows made the false-seeings and wore the cloaks of the empty-air. The normal meat-eyes of the Lathandus scouts could only look at the lies of the sun-rays. The arrows of the worm-back strings hit only the empty dirt, because the enemies had walked away in the unseen-ways, leaving no broken twigs for the normal sight. There was a great sadness in the command-tents.

There was a maker of the hot-work named He-Who-Bends-The-Yellow-Metal. He spoke to his think-box, saying, “The normal light is the liar. The sun hides the truth. We must look at the light that burns the skin but hides from the face-holes.” He took his breathing-bladder and went down into the very-crushing-water at the edges of the islands. The heavy water was dark and squeezed his meat-vessel, but He-Who-Bends-The-Yellow-Metal found the dark hard-sand that slept in the deepest cold. He also fought the beast of the many-whips to steal its fear-water, because the black fear-water is known to eat the normal light of the sun.

He-Who-Bends-The-Yellow-Metal carried the cold dark hard-sand and the fear-water back to his steam-cooking-house. He used the spinning-stone of the hot-water-breath to grind the hard-sand into two perfectly curved windows. He poured the fear-water over the hot windows so they became the color of the closed-eyes, trapping the darkness inside the glass. He took the white-moon-thread and made the magic-pathways around the inside of the yellow-metal frames. He struck his metal singing-fork exactly two hundreds and nine tens and three times. This specific number is the sacred bending-math of the air. It forces the curved windows to forget the sun-lies and only remember the purple-above-light and the ghost-heat of the rubbings.

He-Who-Bends-The-Yellow-Metal did not have the skill of the far-stabbing stick. He gave the heavy yellow-metal face-eyes to a master of the silk-spine who had the dead meat-eyes from an old battle. The master strapped the heavy yellow-metal upon his nose-bone and tied the treated beast-skin around his brain-casing. Suddenly, the master was not having the dead meat-eyes. He looked out into the wet green-places. He said to the maker, “I do not see the green leaves. I see the orange-fire where the enemy feet touched the wet dirt. I see the purple smoke where the enemy spoke the unseen-magic. The ghosts of their movements are screaming at my sight.”

The enemies of the leaf-shadows came that night to do the killing-sleep to the Lathandus walkers. They wore the magic of the empty-air. They were the nothingness to the normal meat-eyes of the camp guards. But the master of the dead meat-eyes laughed with his mouth-hole. He pulled the worm-back string of his far-stabbing stick. The brass face-eyes showed him the orange-fire of the enemy’s own string-pulling from across the dark field. The face-eyes showed him the thick purple-smoke of the enemy’s hidden magic-jewels. The master released the stick-bird. It flew into the empty-air and the empty-air screamed. The hidden enemy immediately became the purple-flash of the ending and the dropping of the soul-stone upon the grass.

The other enemies saw that the empty-air magic was broken by the curved windows of the deep water. They saw their unseen brother turned to a stone by a blind man in the total darkness. They ran away in the great terror-sweat, leaving trails of orange fear-heat that the master watched until they faded. He-Who-Bends-The-Yellow-Metal made more of the face-eyes for the scouts, always striking the singing-fork two hundreds and nine tens and three times to trap the correct magic. The walkers of no-sound became the masters of the purple-smoke tracking. It is written in the dirt that the first heavy yellow-metal face-eyes were taken by the master of the dead meat-eyes when his soul went to the higher-tier numbers, perhaps sleeping now in the dark stone-holes of the deep under-cities, waiting for a new face to look through the dark water-glass.

The moral of the story: The meat-eyes that trust the bright sun will always be fooled by the shadow, but the mind that looks through the dark water-stone will see the hot truth of the unseen footsteps.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Ultra-Violet Spectacles of the Deep

  • Item Type: Occult Artifact / Scientific Prototype
  • Description: Heavy brass goggles with lenses made from sea-floor glass that filter all light except for the higher-frequency arcane spectrum.
  • Game Mechanics:
    • Forensic Vision: While wearing the goggles, the user gains a +20% bonus to Track and Spot Hidden rolls when following a trail left by a firearm, bow, or magical discharge within the last hour.
    • Arcane Sensitivity: The user can see “Arcane Residue.” This allows for a Science (Physics) or Occult roll to determine if a spell was cast in an area or if an item is enchanted.
    • Light Sensitivity: Because the goggles filter out the visible spectrum, the user suffers a Penalty Die on all other vision-based checks (like recognizing a face or reading a book) while the goggles are equipped.
  • Sanity Cost: Using the goggles to view a Great Old One or high-level Mythos entity bypasses the “protective” ignorance of the human eye, adding +1 to the Sanity loss minimum.
  • Syntax: List under “Personal Gear” or “Specialized Equipment.”

Blades in the Dark

Unique Name: The Ghost-Light Lenses

  • Item Type: Rare Fine Quality Gear (1 Load)
  • Description: Electro-plasmic lenses that reveal the heat of friction and the lingering vapor of spirits.
  • Specific Game Mechanics:
    • Thermal Hunting: When you perform a Hunt action to track a target who has recently exerted themselves or fired a weapon, you gain +1d to the roll.
    • Spectral Sight: You can see ghosts and electro-plasmic energy as clearly as physical objects, even through walls of thin wood or glass.
    • Vulnerability: While wearing the lenses, you are “blinded” to normal color and light. You have Reduced Effect on any action involving social cues or navigating a crowded, non-hostile environment.
  • Tags: Fine, Arcane, Tracking.

Dungeons & Dragons (5th Edition)

Unique Name: Goggles of the Ultraviolet Eye 293

  • Wondrous Item, Common (Requires Attunement)
  • Item Level: Tier 1
  • Specific Game Mechanics:
    • Forensic Tracking: You have advantage on Wisdom (Survival) checks made to track creatures that have fired a ranged weapon or used a spell with a somatic component within the last hour.
    • Identify Residue: As an action, you can inspect an object to see its “Arcane Residue.” You learn if the object is magical and what school of magic was last used on it (e.g., Evocation for a fired bow).
    • Sunlight Filtration: You ignore the effects of the Sunlight Sensitivity trait while wearing these goggles, but you have disadvantage on Wisdom (Perception) checks that rely on color or fine visual detail.
  • Syntax: Add to “Wondrous Items”; mark as “Attuned.”

Knave (2nd Edition)

Unique Name: The Dark-Glass Trackers

  • Item Type: Wondrous Gear (1 Slot)
  • Description: Brass-rimmed goggles that hum with a cold, blue light when a trail is found.
  • Specific Game Mechanics:
    • Heat Seeker: You can see the heat left by footprints and projectile wakes. You automatically succeed on tracking checks for any creature that has moved through the area in the last 10 minutes.
    • Spirit Sight: You can see invisible creatures or objects as flickering violet silhouettes.
    • Quality: 2 (Armor Check/AC bonus: +1).
  • Durability: If you are hit by an attack that deals 10 or more damage, roll a d6. On a 1-2, the lenses crack; the “Heat Seeker” ability is lost until repaired at an alchemist’s shop.
  • Syntax: Listed under “Worn Items” or “Inventory.”

Fate (Condensed/Core)

Unique Name: The 293 Ultraviolet Lenses

  • Item Type: Personal Stunt/Extra
  • Description: Brass-framed goggles with deep-sea crystal lenses that filter the world into a spectrum of heat and arcane residue.
  • Specific Game Mechanics:
    • Stunt (Forensic Sight): Because I wear the 293 Ultraviolet Lenses, I get a +2 bonus to Investigate or Notice when I am tracking a target that has recently fired a weapon or used magic, or when I am trying to identify the specific “arcane wake” of a projectile.
    • Extra (Thermal Resonance): Once per scene, I can spend a Fate Point to see through a single layer of mundane concealment (like smoke, foliage, or a thin wooden wall) by focusing on the thermal signature of a target.
  • Cost: 1 Refresh or a permanent Character Aspect slot (e.g., Always Looking Through the 293s).
  • Syntax: Add to the “Stunts & Extras” section of the character sheet.

Numenera & Cypher System

Unique Name: Chrono-Thermal Goggles (Level 5)

  • Item Type: Artifact (Permanent)
  • Description: A heavy optico-alchemical device that reveals the “past” movements of energy as a visual trail.
  • Specific Game Mechanics:
    • Passive (Spectral Tracking): The wearer is “trained” in all tasks related to tracking or identifying energy signatures, including heat and magical residue.
    • Activation (Identify Residue): By spending 2 points from the Intellect Pool, the user can “zoom” into an object to identify its level and any recent magical interactions (within the last 24 hours). This takes one round of concentration.
    • Environmental Penalty: While equipped, the user is “hindered” (difficulty increased by one step) for any task requiring the perception of color or fine non-thermal detail.
  • Depletion: 1 in 1d100 (Checked only when using the “Identify Residue” activation).
  • Syntax: Level 5 Artifact; Depletion 1-100.

Pathfinder (2nd Edition)

Unique Name: Goggles of the Ultraviolet Eye 293

  • Item Category: Wondrous Item, Investment
  • Level: 3; Price: 60 GP
  • Usage: Worn (Eyepieces); Bulk: L
  • Specific Game Mechanics:
    • Passive (Forensic Sight): While you have these goggles Invested, you gain a +1 item bonus to Perception checks to see invisible creatures and a +2 item bonus to Survival checks to track creatures that have used a “Fire” or “Arcane” trait action within the last hour.
    • Activate (One Action – Interact): Arcane Trace; Effect: You focus on a specific square where a projectile was fired or a spell was cast. You see a faint ultraviolet line leading to the target’s current location (if they are within 120 feet). This line lasts until the end of your next turn.
    • Negative Trait: You have the Blunted Vision condition for all non-thermal visual checks, meaning you treat all targets as “Concealed” if you are trying to identify their colors or specific facial features.
  • Syntax: Listed under “Worn Items” and requires the “Invested” trait.

Savage Worlds (Adventure Edition)

Unique Name: Ultraviolet Tracker Goggles

  • Item Type: Arcane Device
  • Description: Dark-lensed goggles that hum with the frequency of the deep trenches.
  • Specific Game Mechanics:
    • Thermal Tracking: The user gains a +2 bonus to Survival (Tracking) and Notice rolls when following targets that have recently fired weapons or moved through the area (within 1 hour).
    • Passive (Detect Arcana): The user can see active magical effects and enchanted items as if using the Detect Arcana power, though this is limited to visual sight only.
    • Activation (Zoom): As a limited free action, the goggles can provide the effects of the Eagle Eyes edge, doubling the range of the user’s vision for forensic purposes.
    • Drawback: The user suffers a -2 penalty to all Notice rolls involving color-coded information or fine visual details not related to heat or magic.
  • Syntax: Listed under “Gear” or “Arcane Items”; Weight: 1 lb.

Shadowrun (6th World Edition)

Unique Name: Deep-Sea Forensic Optics 293

  • Item Type: Eyewear Accessory (Capacity 1)
  • Description: Brass-framed goggles modified with alchemical deep-sea crystal.
  • Specific Game Mechanics:
    • Forensic Overlay: Grants a +2 dice pool bonus to Perception and Tracking tests when following “hot” trails (firearms discharge, active spells, or running engines).
    • Ultraviolet Vision: The user gains the Ultraviolet Vision trait, allowing them to see in total darkness if there is any ambient magical or thermal energy.
    • Arcane Sensitivity: When observing a mana-active object or person, the user gains a +1 bonus to Assensing tests to identify the “signature” of the magic.
  • Cost: 2,500 Nuyen (or equivalent in Silver).
  • Syntax: Added to “Vision Enhancements” or “Gear.”

Starfinder (2nd Edition / Playtest)

Unique Name: UV-Residue Analyzers

  • Item Category: Worn Tech/Magic Hybrid
  • Level: 2; Price: 750 Credits
  • Bulk: L
  • Description: Optico-alchemical goggles that analyze the “wake” of high-energy projectiles.
  • Specific Game Mechanics:
    • Ballistic Trace: You gain a +2 item bonus to Perception checks to find the origin point of a ranged attack that occurred within the last 10 minutes.
    • Thermal Sight: You gain Darkvision up to 60 feet, but only for objects that emit heat. Cold objects (like stone walls) appear as silhouettes.
    • Activate (Move Action): Forensic Zoom. You focus on a single object within 100 feet. You learn if it has been handled by a living creature in the last hour and the general “thermal shape” of their grip.
  • Capacity: 10 (Uses 1 charge per hour of passive use).
  • Syntax: Listed under “Worn Equipment.”

Traveller (Mongoose 2nd Edition)

Unique Name: Forensic Optic-Mask 293

  • Item Type: TL 12 Sensory Gear
  • Description: A specialized mask using high-frequency sensors modeled after ancient alchemical crystals.
  • Specific Game Mechanics:
    • Energy Tracking: The user gains a +2 DM to all Investigate or Survival checks when tracking a vehicle or person who has used high-energy weapons or high-tech equipment within the last hour.
    • Ultraviolet Spectrum: Allows vision in what would otherwise be “Total Darkness,” provided there is a thermal differential of at least 5 degrees.
    • Information Overlay: Provides the “stats” of any mechanical or magical device viewed through the lenses (requires a Science or Electronics check).
  • Weight: 0.5 kg.
  • Syntax: Listed under “Sensory Equipment.”

Warhammer (Age of Sigmar: Soulbound)

Unique Name: The All-Seeing Eye of Lathandus

  • Item Type: Artefact
  • Description: Polished dark crystals set in a brass frame, used by the master fletchers of the Silk-Spine.
  • Specific Game Mechanics:
    • Forensic Hunter: You gain a +1d bonus to Survival (Tracking) and Awareness tests when pursuing an enemy who has dealt damage with a ranged weapon during the current encounter.
    • Unmasking: As an Action, you can force an invisible or magically disguised creature within Medium range to make a Mind (3) Test. On a failure, their ultraviolet “arcane residue” reveals their true position to all allies who can see you.
    • Passive: You ignore the “Obscured” penalty from smoke or fog.
  • Complexity: Average.
  • Syntax: Added to “Artefacts.”