Monocle of the Flux-Seer 305

From: Lineage 942 of the Vitreous Weaver

  • Description: A single, circular lens housed in a housing of blackened iron and brass. It is worn over the right eye and held in place by a thin, leather-wrapped wire that curls behind the ear. The lens is made of polished sapphire glass.
  • Properties: This item acts as a focus for the Mind’s Eye. When using the Active Activation (Identify), the time required to concentrate is reduced by two minutes. It allows the wearer to see the specific flow rate of magic through industrial circuits or magic crystals.
  • Tier: 1

Lore

The Monocle of the Flux-Seer 305 was originally developed by the early surveyors of the Floating Cities to monitor the stability of heavy mana-conduits. During the expansion of the metropolitan skyscrapers, engineers realized that looking directly at raw magic circuits with the naked Mind’s Eye caused a phenomenon known as “mana-burn,” leading to temporary blindness or disorientation.

The 305 series utilized polished sapphire glass—a material naturally resistant to the abrasive “grit” of unrefined magical flows—to act as a protective filter. The blackened iron housing was chosen to absorb excess light, ensuring the user could focus on the subtle flickers of magic speed without being overwhelmed by the environment’s high-magic weather. It is said that the master artisan who first crafted the 305 was a clockmaker from another world who combined their knowledge of precision optics with the alchemical properties of Saṃsāra’s gemstones.


Monocle of the Flux-Seer 305

  • Tier: 1
  • Specific Slot: Head (Right Eye)
  • Tier One Stats:
    • Perception Bonus: +1 to qualitative Mind’s Eye descriptions.
    • Resistance: +1 to saving throws against visual-based magical debuffs or “overwhelm” from complex magical environments.
    • Weight: 0.1 kilograms.
  • Skills Gained:
    • Flow Analysis: The wearer gains proficiency in calculating the efficiency of magic crystals and identifying bottlenecks in magical circuit networks.
  • Passive Magics:
    • Flux Identification: The wearer can see the specific flow rate of magic through industrial circuits or magic crystals, visualized as a stream of colored light moving at varying velocities.
    • Rapid Cognition: When using the Active Activation (Identify) of the Mind’s Eye, the time required to concentrate is reduced by two minutes.
    • Sapphire Filter: Protects the user from the “overwhelm” debuff when examining complex magical items or abstract concepts for long periods.
  • Activatable Magics:
    • Glint of Truth (Normal Casting): By speaking a brief flourish, the lens flashes with a bright sapphire light. This reveals hidden physical seams in a machine or secret compartments in a non-living object within 10 feet.
    • Ley-Line Alignment (Ritual Casting): By chanting or reciting technical formulas for 10 minutes, the user can use the monocle to find the most efficient path for magic flow in the immediate area (up to 100 feet). This grants an advantage on the next technical repair or magical item creation check.
  • Tags:
    • Apparatus, Optical, Brass, Iron, Sapphire, Industrial, Diagnostic, Analytical, Augmentative, Calibrated, Chronicler, Crystalline, Focal, Horological, Lucid, Monocular, Polished, Surveyor

The acquisition of a Monocle of the Flux-Seer 305 is a task often undertaken by architects, engineers, and those seeking to master the diagnostic arts of Saṃsāra. Because it is a precision optical instrument, its availability is higher in areas with advanced glass-working and horological traditions.

Methods of Acquisition

  • Apprenticeship and Graduation: In metropolitan engineering guilds, the 305 is often gifted to apprentices upon their elevation to a junior journeyman rank. It is considered a fundamental tool of the trade.
  • Salvage from Survey Sites: Expeditions into ruined industrial zones frequently recover these monocles. They are often found in the pockets of decayed leather coats belonging to former flux-surveyors who died while mapping magic-flow fluctuations.
  • Specialized Crafting: A player with the Alchemical Metallurgy skill can forge the iron and brass housing, but the sapphire lens must be sourced from high-quality gemstone mines and ground by a master optician.

Trading and Purchasing Environments

The market for optical apparatuses is specialized; you will rarely find a high-quality monocle in a general provisioner’s stall.

  • Horological and Optical Ateliers: These are quiet, precise shops located in the upper districts of skyscrapers or floating cities. They smell of oil and metallic dust. The items are displayed behind reinforced glass and are often pre-calibrated to the local city’s mana frequency.
  • Surveyor Outposts: Located at the edges of charted islands, these shops serve airship crews and explorers. The monocles sold here are rugged, often featuring extra leather padding or scratches on the iron housing, but they are highly reliable in the field.
  • Guild Exchange Hubs: These are semi-private markets where members of the Unified Gear and Circuitry Guild trade specialized tools. Access often requires proof of a specific skill or a letter of recommendation from a master engineer.

Cost and Valuation

As a Tier 1 item with significant diagnostic utility, the Monocle of the Flux-Seer 305 is typically priced in Silver or Electrum.

  • Metropolitan Atelier Cost: Due to the precision calibration and the high-quality sapphire glass used in the lens, a new unit typically costs between 12 and 18 Electrum (60 to 90 Silver).
  • Surveyor Outpost Cost: Field-worn units are more affordable, usually ranging from 6 to 10 Electrum (30 to 50 Silver). However, the buyer should use their Mind’s Eye to check for “hidden stats” like lens fractures.
  • Frontier Trading Post Cost: In remote areas where precision glass is non-existent, the cost can skyrocket to 25 Electrum or more (125+ Silver), or the seller may demand a direct trade for rare magical components.
  • Black Market/Scavenger Cost: Stolen or salvaged monocles can be found for as little as 20 to 40 Silver, but these units are often unattuned or calibrated to dead cities, making their “Rapid Cognition” feature erratic until repaired.

The Monocle of the Flux-Seer 305 is a diagnostic tool that, when utilized by a skilled avatar, becomes a formidable asset for both tactical positioning and social manipulation across Saṃsāra. Its roleplay utility centers on the ability to perceive the “unseen” currents of magic and mechanical stress.

Roleplay in Designated Safe and Somewhat Safe Areas

In the metropolitan skyscrapers and walled cities of Saṃsāra, the Monocle is a tool of precision and social authority.

  • Social Offense: An avatar can use the Monocle to “dissect” a room. In a negotiation, a character might roleplay adjusted focus, staring intently at the magic crystals powering a merchant’s airship model or the magical circuits in a rival’s gear. By identifying a “bottleneck” or a flaw in their opponent’s equipment through the Flow Analysis skill, they can undermine the opponent’s confidence or leverage the information for a better trade price.
  • Structural Defense: Within a safe zone like a rented room, the avatar uses the Glint of Truth to scan for hidden seams or spying devices in the walls. Roleplay involves the character tracing the iron housing of the monocle as it flashes sapphire blue, revealing the “stats” of the room’s security and ensuring no unauthorized magical conduits are bleeding into their private space.

Roleplay in Normal and Unsafe Areas

In the wilderness, jungles, and uncharted islands, the Monocle is used to navigate the “weather” of magic and the physical hazards of the world.

  • Tactical Offense: When tracking a magical creature, the avatar uses Flux Identification to see the “wake” of mana left behind by the beast. Offensively, they can identify the specific ” weaknesses” of a foe by analyzing how magic flows through the creature’s body or armor. The character might describe seeing a “dimming” in the flow of a monster’s left limb, indicating a previous injury that can be exploited.
  • Environmental Defense: In ruins or back-woods areas, the Sapphire Filter protects the user from being “overwhelmed” by the sudden flare of ancient traps. Roleplay focuses on the avatar keeping the monocle firmly pressed against their eye while navigating a high-magic zone, using the Ley-Line Alignment ritual to find the path of least resistance where the magic weather is calmest, effectively “defending” the party from environmental debuffs.

Roleplay in Deathly Areas

In areas where every attack hits and the environment itself is lethal, the Monocle is used for high-speed survival and identifying the “True Path.”

  • Desperation Offense: Because Rapid Cognition reduces identify time, the avatar can roleplay a “combat scan” of a deathly guardian. While others are fighting for their lives, the wearer of the 305 is staring through the lens, shouting out the qualitative descriptions of the enemy’s most vital conduits. The roleplay emphasizes the character’s intense focus amidst the chaos, their eye darting behind the sapphire glass to find the one magic circuit that, if severed, would de-power the entire threat.
  • Final Defense: In a deathly area where AC is zero, the Monocle is used to find an “exit conduit.” The character might use the Ley-Line Alignment to see through the “magical fog” of the area, identifying the single direction where a teleportation portal or a steam-exit might provide an escape. The defense here is not about stopping a blow, but about using superior visual “stats” to avoid the location entirely before the avatar perishes.

Interaction with Rule Breakers and Gestalts

  • Rule Breaker Support: When assisting an ally who uses their own body as a conduit, the Monocle wearer acts as a “spotter.” They roleplay watching the flow of mana through the ally’s vocal cords or hands, providing real-time feedback to prevent the ally from over-clocking their circuits and taking HP loss.
  • Gestalt Coordination: For characters with multiple avatars, the Monocle-wearing avatar acts as the “sensory lead.” They share the clear, sapphire-filtered data with the rest of the gestalt, allowing avatars in other locations to “see” the magical flow-rates as if they were present.

Perception of Activation:

User’s Perspective

When the Vitreous Weaver adjusts the blackened iron housing and focuses their intent through the sapphire lens, the world undergoes a sudden, clarifying shift. For Kaelen-7, the activation feels like a cooling sensation on the right side of the face, as if the eye is being bathed in chilled mountain water. The most striking sensation is the “Flattening of Noise”; the visual chaos of the physical world recedes, allowing the magical infrastructure to come into sharp, high-contrast focus.

  • Internal Tactile: A slight, rhythmic vibration against the temple, synchronized with the internal mana-pulse of the avatar.
  • Extra-Sensory – Chromatic Velocity: The user perceives the “speed” of magic as color. Fast-moving currents in high-pressure steam pipes appear as streaks of jagged violet, while stable, slow-trickle magic in domestic lighting appears as a soft, rolling amber.
  • Extra-Sensory – Temporal Compression: The Mind’s Eye feels “lighter.” The two-minute reduction in concentration time manifests as a feeling that the avatar’s thoughts are moving faster than the physical movements of the world around them.

Observer’s Perspective

To an outside observer, the activation of the Monocle is marked by a subtle mechanical click and a change in the lens’s appearance. The blackened iron seems to absorb more light than it should, making the device look like a void in the avatar’s silhouette.

  • Visual: The deep sapphire glass does not merely glow; it pulses with an internal, rhythmic light that reflects off the avatar’s crystalline cheekbone. When the user analyzes a specific circuit, a thin, needle-like beam of blue light may briefly connect the lens to the object of study.
  • Auditory: A faint, high-pitched “whirring” sound, similar to the spinning of a microscopic brass flywheel, can be heard by those standing within a few feet.
  • Extra-Sensory – The Gaze of Analysis: Nearby individuals often report a feeling of being “measured” or “scanned,” a slight prickling on the skin as if they are being viewed not as a person, but as a collection of energy flows and mechanical levers.

Positives

  • Clarity of Purpose: The “Sapphire Filter” eliminates visual distractions, making it nearly impossible for the user to be tricked by mundane illusions or camouflage while looking through the lens.
  • Diagnostic Superiority: The ability to see flow rates allows the user to predict mechanical failures before they happen, granting a sense of proactive control over the industrial environment.
  • Reduced Mental Fatigue: The item absorbs the “harshness” of raw mana, allowing the user to perform identify actions repeatedly without the usual “burn” or headache associated with over-exerting the Mind’s Eye.

Negatives

  • Monocular Disorientation: Because only one eye is filtered, the brain struggles to merge the “real” world with the “magical” world. This can lead to a loss of depth perception or a persistent vertigo if the monocle is kept active for more than an hour.
  • Light Sensitivity: The sapphire lens amplifies magical light. A sudden flare of high-intensity mana (such as a spell explosion) can cause the lens to flash blindingly, potentially stunning the user for several seconds.
  • Vulnerability to Iron-Rot: The blackened iron housing is susceptible to environmental degradation in humid or acidic swamp environments, which can cause the delicate leather-wrapped wire to become brittle and snap.

Blueprint: Grinding the Flux-Seer’s Aperture 305

Materials Needed

  • Raw Sapphire Crystal (High Clarity): A single, flawless sapphire roughly 4 centimeters in diameter. It must be free of “cloud-veins” to ensure the flux-flow remains undistorted.
  • Blackened Cold-Iron: A small ingot of iron forged in total darkness and quenched in alchemical oil to provide a housing that absorbs, rather than reflects, stray mana.
  • Alchemical Brass Fittings: Precision-milled brass for the lens-retention ring and the delicate ear-wire hinges.
  • Silver-Thread Filament: A few centimeters of fine silver wire to serve as the internal “bridge” between the sapphire lens and the iron housing.
  • Leather-Wrapped Copper Wire: Flexible copper wire wrapped in thin, treated dragonette hide for the over-ear support.
  • Polishing Slurry (Diamond Dust and Mana-Salt): A fine abrasive paste used to reach the final optical grade of the lens.

Tools Required

  • Optical Grinding Lathe: A hand-cranked or steam-driven lathe used to shape the sapphire crystal into a perfect plano-convex lens.
  • Jeweler’s Loupe: For inspecting the internal lattice of the sapphire for microscopic fractures during the grinding process.
  • Miniature Alchemical Forge: A small, high-heat furnace capable of melting the cold-iron for casting the housing.
  • Precision Calipers: To ensure the housing dimensions match the lens diameter within a fraction of a millimeter.
  • Needle-Nose Pliers (Fine Brass): For bending the ear-wire and setting the silver filaments.

Skill Requirements

  • Gemology & Lapidary (Trained): Crucial for understanding the cleavage planes of the sapphire to prevent shattering during the grinding phase.
  • Fine Metallurgy (Trained): Required to cast the blackened iron housing without creating air bubbles that would disrupt the monocle’s grounding.
  • Mind’s Eye (Active Identification): Used at every step to “view” the internal flow-potential of the sapphire and ensure the lens is focusing magic correctly.

Crafting Steps

  • Lens Rough-Cutting: Using a diamond-edged saw, cut the raw sapphire into a circular blank. The artisan must use the Mind’s Eye during this step to ensure the crystal’s internal axes are aligned with the intended focal point.
  • Optical Grinding: Place the sapphire blank on the grinding lathe. Gradually increase the grit of the abrasive until the lens reaches a plano-convex shape. The lens is finished only when a beam of blue mana passing through it remains perfectly coherent.
  • Housing Casting: Melt the blackened cold-iron in the miniature forge and cast it into a circular ring mold. Once cooled, the iron must be etched with interior grooves to hold the silver-thread filaments.
  • Fitting the Circuitry: Lay the silver-thread filament into the housing grooves. These filaments act as the “nervous system” of the monocle, connecting the sapphire’s mana-focusing properties to the iron’s grounding properties.
  • Assembly: Press the sapphire lens into the brass retention ring and snap it into the iron housing. The fit must be “air-tight” to prevent mana-leakage that could cause the user’s eye to twitch.
  • Ear-Wire Attachment: Shape the leather-wrapped copper wire into a curve that matches the wearer’s ear. Affix it to the housing using a small brass hinge, allowing the monocle to be flipped up or down as needed.
  • Calibration: The final and most dangerous step. The artisan must look through the monocle at a live magic crystal and adjust the silver-thread tension until the “Rapid Cognition” effect triggers, signaling that the lens is successfully filtering the flux.

Lone Eye and Sifting of Blue River

In the epoch when the mountains were yet soft as dough and the Great Clock had not yet struck its first second, there was a tribe of Seekers who lived in the shadow of the Infinite Gears. These Seekers were troubled, for the world was a blur of silver mist and screaming colors. They could not see the “veins of the wind” that powered the ancient pumps of the earth, and thus, their thirst was great and their machines were silent.

Among them was a Seeker named Third-Watcher, who possessed only a right eye, for the left had been consumed by the “Glare of the First Sun.” Third-Watcher walked into the Deep Caverns where the Sapphire-Mother slept. This Mother was a stone of such blue depth that to look upon her was to remember the color of the sky before it was born.

“I cannot see the path of the waters,” Third-Watcher spoke to the darkness. “The magic of the world is a thick smoke that stings my vision, and my people wither while the power flows unseen beneath our feet.”

The Sapphire-Mother did not speak, but she wept a single tear of frozen light. This tear was hard as iron but clear as the soul. Third-Watcher took the tear and wandered into the Wastes of the Blackened Forge. There, he met a Smith who had been cursed to work only with the “Iron that Drinks Shadows.” The Smith took the blue tear and the black iron and labored for seven cycles of the moon. He did not make a sword, nor a shield, but a “Circle of Truth.”

When Third-Watcher placed the Circle over his remaining eye, the scroll says the “Veils of the World were parted like a curtain.” Where before there was only gray smoke, he now saw the Blue River—the flow of magic that pulsed through the world’s metal bones. He saw the speed of the sparks; he saw the slow-tide of the crystals.

But the translation here is muddy and filled with “the weeping of the ink.” It tells that Third-Watcher became so enamored with the Blue River that he stopped looking at the faces of his kin. He could see the “stats” of their hearts and the “circuits” of their breath, but he could no longer see the love in their expressions. He spent his years mapping the flow of the industrial veins, building the first of the 73 countries by following the rivers of mana he alone could perceive.

In the end, it is written that Third-Watcher did not die, but simply “faded into the blue.” He looked so long through the sapphire glass that his own eye turned into a gem, and his body became a statue of blackened iron, standing atop the highest skyscraper, forever watching the flux of the world. The monocle he wore fell into the hands of the Renaissance engineers, but it is said the lens still holds the “stare of the one who saw too much.”

The Moral of the Story: He who gains the power to see the hidden machinery of the world must take care not to become a machine himself, lest he lose the sight of the very people he sought to save.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Lens of Hyper-Perception 305

  • Item Type: Arcane Optical Instrument
  • Sanity Loss: 1/1D2 (upon first seeing the raw “color” of magic)

Game Mechanics and Syntax

  • Flux Sight: While looking through the monocle, the user gains a Bonus Die on Science (Physics), Science (Engineering), or Operating Heavy Machinery checks when diagnosing or repairing complex devices.
  • Rapid Cognition: If the user spends Luck to succeed on an Intelligence or Idea roll related to analyzing an artifact, the amount of Luck spent is reduced by 2 (minimum 1).
  • Magic Flow Detection: Allows the user to attempt a Library Use or Occult roll to “read” the remaining charges in a magic crystal or the power level of an enchanted object.
  • Visual Strain: Prolonged use (more than 1 hour) requires a CON roll. Failure results in a Penalty Die to all Perception-based rolls for the next 1D4 hours due to optical vertigo.

Blades in the Dark

Unique Name: Flux-Surveyor’s Glass 305

  • Type: Rare Item (0 Load)

Game Mechanics and Syntax

  • Enhanced Study: When you Study a piece of ancient technology or a magical circuit, you gain +1 Effect.
  • Diagnostic Speed: You may expend 1 Stress to instantly identify the “Quality” and “Tier” of a mechanical device or spark-craft invention without making a roll.
  • Ghost Field Flow: The monocle allows you to see the flow of electroplasmic energy. You gain +1d to Resistance Rolls against surprises or ambushes that rely on magical concealment or “veiled” conduits.
  • Frail Construction: If you take Level 2 Harm or higher from a physical impact, the monocle is damaged and cannot be used until you spend a downtime activity to Tinker with it.

Dungeons & Dragons (5th Edition)

Unique Name: Monocle of the Flux-Seer 305

  • Wondrous Item, uncommon (requires attunement)

Game Mechanics and Syntax

  • Diagnostic Vision: You gain a +2 bonus to Intelligence (Investigation) and Intelligence (Arcana) checks made to analyze or repair mechanical or magical constructs.
  • Rapid Identify: When you use the Identify spell or the Mind’s Eye “Identify” action while wearing this monocle, the casting/concentration time is reduced by 2 minutes. If the time is already 1 minute or less, it becomes an action.
  • See Flux: As an action, you can look through the lens to see the flow of magic within 30 feet. You see a faint aura around magic crystals and industrial circuits, and you can discern if a circuit is “Active,” “Dormant,” or “Overloaded.”
  • Sapphire Filter: You have advantage on saving throws against being Blinded by magical light effects.

Knave (2nd Edition)

Unique Name: Sapphire Eye-Glass 305

  • Armor: None (Tool)
  • Slots: 0 Slots (if worn)

Game Mechanics and Syntax

  • Flash Identify: Once per day, you may instantly learn the properties and “Tier” of one item by looking through the monocle. This does not require the usual rest or concentration.
  • Flux Sensing: You can see the “health” of machines. When repairing a broken device, you only need half the usual materials because you can see exactly where the failure is located.
  • The Gods’ Pain: If you carry more than 10 attuned items, the monocle begins to vibrate against your skull. Every turn, you must roll a save vs. Stun. If you fail, you drop whatever you are holding as a sharp pain lances through your head.
  • Light Sensitivity: If a light-based spell is cast within 30 feet of you while you are wearing the monocle, you must make a Save or be unable to see through that eye for 1 turn.

Fate Core / Fate Condensed

Unique Name: Flux-Seer’s Analytical Monocle

  • Aspect: Precision Sapphire Lens of the 305 Series
  • Stunts:
    • Rapid Flux Analysis: Because I have the Monocle of the Flux-Seer 305, I gain a +2 to Create an Advantage with Crafts or Lore when diagnosing the specific flow rate or “health” of a magical or mechanical system.
    • Filtered Sight: I gain +2 to Defend against any flash-based or visual-sensory Overcome actions intended to blind or disorient me.
    • Quick Identification: Once per scene, I may instantly discover one hidden aspect of a technological or magical object without spending an action, provided I can observe it through the lens.
  • Drawback: Monocular Vertigo. If I rely on the monocle for an entire scene involving high-speed movement or physical combat, the GM can compel this aspect to give me a penalty on Athletics or Notice rolls due to depth-perception loss.

Numenera & Cypher System

Unique Name: Flux-Scanning Monocle

  • Level: 3 (Tier 1)
  • Form: A circular sapphire lens in a blackened iron frame.
  • Effect:
    • Diagnostic Asset: This item serves as an Asset for any task involving the identification, repair, or understanding of numenera, specifically regarding power sources and internal conduits.
    • Rapid Identify: When using the monocle to study a device, the time required for a full understanding is reduced by two steps on the time track (e.g., from 10 minutes to 1 minute).
    • Visual Filter: The wearer is immune to the “Dazed” condition if the source is a purely visual magical or light-based effect.
  • Depletion: 1 in 1d20. On depletion, the sapphire lens becomes “clouded” by mana-scars and requires an Intellect task to re-polish.

Pathfinder (2nd Edition)

Unique Name: Monocle of the Flux-Seer 305

  • Item 1 | Rare | Divination | Invested | Magical
  • Usage: worn eyepiece; Bulk:

Mechanics and Syntax

  • Perception Bonus: You gain a +1 item bonus to Perception checks made to detect secret doors or hidden compartments in mechanical objects.
  • Flow Analysis: You are trained in the Arcana and Crafting skills for the purpose of identifying the function of magic crystals and industrial machinery. If you are already trained, you gain a +1 item bonus to these checks instead.
  • Rapid Identify: When you use the Identify Magic activity, the time required is reduced from 10 minutes to 1 minute.
  • Activate (Two-Actions): (Visual) You peer through the lens to observe the flow of magical energy. You gain the effects of detect magic, but you also learn the specific “flow rate” (intensity) of any magical conduits or power sources within 30 feet.
  • Gods’ Pain: If you exceed 10 invested items, you become Stupefied 1 as the monocle vibrates against your optic nerve.

Savage Worlds (Adventure Edition)

Unique Name: 305 Sapphire Eye-Lens

  • Attributes: Provides a +2 bonus to Notice and Repair rolls when dealing with magical or industrial machinery.

Game Mechanics and Syntax

  • Rapid Identification: The time required to use the Mind’s Eye (or similar diagnostic checks) is reduced by half.
  • Optical Filter: The wearer gains a +2 bonus to resist any “Blinding” or visual-based Smarts or Spirit checks.
  • Flux Sight: As a free action, the wearer can see the “currents” of magic. This allows them to ignore penalties for Dim or Dark lighting when the light source is magical in nature, and grants a +2 to Occult rolls to track magical entities by their mana-trail.
  • The Burden of the Gods: If the wearer carries more than 10 “Attuned” items, they suffer a -1 penalty to all Trait rolls for every 10 minutes the monocle is worn, representing the encroaching “Gods’ Pain.”

Shadowrun (6th World Edition)

Unique Name: Flux-Scan 305 Monocle

  • Item Type: Optical Enhancement / Arcane Focus
  • Capacity: 1
  • Availability: 3
  • Cost: 1,200¥

Game Mechanics and Syntax

  • Visual Analysis: Grants a +1 die bonus to Engineering or Cracking tests when the objective is a physical magical circuit or mana-driven hardware.
  • Rapid Flux Identification: When using an Observe in Detail action to analyze magical flows, the time required is reduced by 2 Combat Rounds.
  • Sapphire Damper: Provides +2 dice to resistance tests against Flashbangs or spells with the (Light) or (Flare) descriptor.
  • The Gods’ Enforcement: If the user’s total number of “Attuned” magical items exceeds 10, they suffer a –2 dice pool penalty to all Matrix and Astral actions as the monocle vibrates with agonizing frequency.

Starfinder (2nd Edition / Playtest)

Unique Name: Sapphire Flux-Eye 305

  • Level: 1
  • Price: 175 Credits
  • Bulk:

Game Mechanics and Syntax

  • Diagnostic Focus: You gain a +1 item bonus to Computers and Engineering checks to identify or repair technological items that use magical power sources.
  • Rapid Identify: When using the Identify Magic activity with this monocle, the time required is 1 minute (instead of 10).
  • Flux Vision: As a move action, you can see the flow of magic within 30 feet. This allows you to automatically detect the location of magic conduits or crystals, even through 1 inch of common metal or 3 feet of wood or dirt.
  • Attunement Strain: If you exceed 10 attuned items, you gain the Enfeebled 1 condition. This persists as long as the monocle is worn.

Traveller (Mongoose 2nd Edition)

Unique Name: Alchemical Optical Sensor 305

  • TL: 4 (Industrial/Magical)
  • Weight:
  • Cost: Cr 450

Game Mechanics and Syntax

  • Flow Detection: The user receives a DM+2 to all Science (Physics) or Engineer (Power) checks when diagnosing a ship’s mana-drive or a factory’s magic-steam circuits.
  • Enhanced Perception: Grants a DM+1 to any Recon or Investigate checks involving high-magic environments.
  • Filtered Lens: Protects against “Dazzle” effects from high-output magical engines or solar flares. The user ignores the first DM-1 penalty from such lighting conditions.
  • The Burden: In the world of Saṃsāra, if the traveler carries more than 10 “Attuned” items, this monocle imposes a DM-2 to all EDU-based checks due to chronic, pulsing pain.

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: The Master Surveyor’s Glass 305

  • Price: 8 Silver Shillings
  • Encumbrance: 0
  • Availability: Rare

Game Mechanics and Syntax

  • Traits: Fine, Magical.
  • Diagnostic Sight: Gain a +10 bonus to Trade (Engineering) or Lore (Science) Tests when analyzing the “health” of an alchemical machine or magic crystal.
  • Rapid Identification: The time required to use the Second Sight Talent or the “Identify” action is reduced by 2 minutes (minimum 1 round).
  • Sapphire Shield: The wearer is immune to the “Blinded” Condition if the source is a mundane or magical light flash, provided it is perceived through the right eye.
  • The Gods’ Decree: If the wearer possesses more than 10 “Attuned” items, they must pass a Challenging (+0) Willpower Test every 10 minutes or suffer the “Fatigued” condition from the intense localized pain.