Moonwake Orb Belt 221

From: Lineage 317 of the Dream Tusked Nga Tara

Slot: Orb Belt (holds up to 4 dream orbs; initially 3)
Appearance & Lore
Wide kelp-leather sash dyed deep midnight blue, hung with translucent moon-hued globes swirling with faint bioluminescence. Each orb is a “dream battery” steeped in Grand Dreampool water.

Function

  • Each orb can once fuel a minor spell or vision: light creation, momentary past-life glimpse (advantage on next Intuition/Insight), or dream-fog puff to break sightlines.
  • Belt subtly harmonizes caster’s Mind’s Eye, smoothing tonal Ngara-Vo incantations.

Positives / Negatives

  • Flexible utility: vision, distraction, light
  • Helps early casters avoid mis-tones
    – Limited charges; replacing orbs costly and ritual-bound

Lore
In the mist-veiled workshops of Dreamtide, artisans gather kelp-leather pulled from the abyssal reefs and dye it to the color of midnight tides. Each orb suspended from the sash is filled with Grand Dreampool water drawn beneath the triple moonrise, then sealed while ancient Vo-Run sigils are sung by Waterdreamers. Those sigils trap tiny echoes of past lives, drifting like silver motes within the liquid. Early casters wear the belt not only as storage but as a stabilizer—its subtle hum helps a novice’s Mind’s Eye align with the tonal waves of Ngara-Vo, preventing the disastrous mis-tones that can warp spell intent. Stories say that the first Moonwake was woven by Matriarch Saelith after she dreamed of drowned cities; she feared untrained dreamrunners would shatter ley threads and cause more floods. The belts became traditional gifts for apprentices leaving Dreampool academies to travel jungles and drifting islets.

Tier One Values & Mechanics

  • Slot: Orb Belt (holds up to 4 dream orbs; this exemplar carries 3)
  • Tier-1 Stat Modifiers: +1 Wisdom (for perception and intuition), +1 Charisma (calm, centered presence while speaking Ngara-Vo)
  • Skills Gained: +2 Insight/Intuition when engaging in dream analysis or interpreting magical flows; +2 Arcana or Ritual Casting checks involving Ngara-Vo phonetics
  • Passive Magics:
    • Dream Resonance: wearer’s Mind’s Eye stabilizes, reducing mis-tone risk; advantage on any concentration check while casting.
    • Moonwake Guidance: faint low-frequency hum sharpens emotional reading; +1 to social sense motives.
    • Luminous Drift: belt sheds dim moonlight (5 ft radius) at will, no hands needed.
  • Activatable Magics:
    • Orb of Illumination: expend one orb to create 30 ft bright moonlight for 10 minutes (or until dismissed).
    • Orb of Remembered Path: expend one orb to gain a flash of past-life insight; advantage on one Insight/Investigation or Lore check within 1 minute.
    • Orb of Dream Fog: expend one orb to exude a 10-ft radius of thick, shimmering mist for 1 minute; heavily obscures sight and grants advantage on Stealth for those inside.
  • Drawbacks: limited to number of orbs carried; each new orb requires a full Dreampool blessing ritual and costs in coin and rare water; carrying fewer than four can make the belt feel “unbalanced,” causing momentary vertigo when first donning.

Tags: Moonwake-Dreamer, Orb-Caster, Vision-Seeker, Mist-Veil, Light-Bearer, Dreamrunner-Apprentice, Ngara-Vo-Focus, Fluid-Caster, Soul-Echo, Memory-Anchor, Fog-Weaver, Past-Sight, Orb-Binder, Mind-Harmonic, Night-Ward, Dream-Lantern, Soul-Tuned, Mist-Caster

Where and How the Moonwake Orb Belt-221 Is Traded in Saṃsāra

Dreamweaver’s Vaults (Major Dreampool Temples)
The most authentic source is within Dreamtide’s Grand Dreampool or any major Dreampool temple. Waterdreamer priests maintain vaults of newly sanctified belts, each tested for proper resonance. Buyers must undergo a short cleansing rite and speak a short Ngara-Vo incantation before purchase; the belt is then matched to the buyer’s personal dream-flow to prevent rejection.

  • Cost: 300–400 gold (priced high for the ritual and purity of Grand Dreampool water)
  • Trade Method: ceremonial offering of water coinage or enchanted river pearls; paperwork of dream lineage signed in Vo-Run.

Arcane Outfitters (Urban Magical Districts)
Large cities like Vara-Sul and Ironheart Reach have commercial arcane gear houses where traveling dreamrunners can buy or sell belts. Here, belts are less ceremonially crafted but still reliable, often preloaded with orbs from temple stock. Merchants usually want proof of safe magical handling before buying used belts; unscrupulous dealers sometimes resell drained orbs disguised as full.

  • Cost: 250–350 gold new, 150–200 gold if pre-owned but recharged
  • Trade Method: direct gold or gem exchange; appraiser checks orb charge and belt resonance before haggling.

Seafaring Market Stalls (Floating Cities & Archipelago Outposts)
Remote floating dock markets—especially in small islet chains around Dreamtide—trade practical, working belts aimed at sailors and skyship crews. Items here are built for rugged use and may use locally sourced water (less potent but serviceable). Belts might be bartered rather than sold, especially among river pilots and skyship captains.

  • Cost: 180–250 gold depending on quality and source of water enchantment
  • Trade Method: barter for exotic cargo, pearl dust, or direct coin; testing done by splashing a drop of ship water into an orb to check reaction (light and gentle hum mean good charge).

Black Reef Curio Bazaars (Shadier Markets)
Hidden in underwater tunnels or deep jungle islets, black market traders sometimes offer unblessed Moonwake belts with counterfeit orbs. These may be dangerous but attract desperate or low-fund adventurers. Buyers beware: bad water charge can cause dream-hallucinations or magical backlash.

  • Cost: 80–120 gold (risky bargains)
  • Trade Method: quiet trade in secluded alcoves, often for raw monster parts or smuggled magical reagents rather than coin.

Private Commission Through Water Artisans
Independent Ngara-Vo enchanters craft bespoke belts, often engraved with personal glyphs and custom dream-tuned orbs. Commissioning one requires time and patronage but creates a belt perfectly resonant with the buyer’s Mind’s Eye.

  • Cost: 400–600 gold (higher if rare inks or moonwater needed)
  • Trade Method: long negotiation, down payment of half value in gold or rare reagents (e.g., mist pearls, drift kelp, enchanted copper).

These channels reflect the world’s blend of ritual, trade, and practicality—pilgrims prefer temple belts, travelers trust outfitters, while explorers on remote islands barter for rugged copies.

Roleplay: Using the Moonwake Orb Belt-221 in Different Environments

Deep Jungle
The dreamer pushes aside glowing ferns while mist clings to their tusks. With predators prowling, they slip one moonlit orb free. A whisper in Ngara-Vo and the orb’s mist erupts — dream-fog curls between strangler vines, hiding the wearer’s bulk and scent. Offensively, that same fog can disorient, forcing monsters or bandits to stumble and break formation. Defensively, the wearer stays invisible long enough to scale a root network or retreat. Extra sensory echo: the Mind’s Eye briefly catches ghost-paths of safe passage ahead.

Urban Megacity Streets
In the steaming lanes of Vara-Sul, the belt’s quiet harmonic hum keeps the caster’s voice steady when negotiating or spellcasting under stress. If a riot or skirmish breaks out, a single orb ignites cool silver light — revealing hidden attackers in alleys or signaling allies. Fog pulses confuse pursuing guards or thieves. Defensive use: breaking sightlines, slipping into steam tunnels. Offensive edge: turning a tense market fight into chaos so you can outmaneuver.

Floating Platforms & Docks
On airship moorings and river wharves, moon orbs act as emergency vision tools. When night fog thickens, you spark one for ghostly glow to guide your crew. In combat, sudden dream mist can send boarding enemies reeling off slick planks. Defensively, you secure a perimeter by blurring sight and muting your scent trail while retreating into cargo canyons.

Subterranean Caves & Aquifers
Underground, echoing water amplifies the belt’s resonance. A dream orb brings faint star-like light to see in pitch dark without lantern glare. Defensively, a fog puff blinds cave beasts with scent-based hunting; you slip behind stalagmites. Offensively, you can confuse rivals in treasure hunts, stealing distance before they recover. Extra-sensory surge: subterranean ley hum sharpens; you feel tunnels branching and water currents shifting.

Open Battlefield / Coastal Cliffs
During skirmishes along wet cliffs, the belt’s Mind’s Eye smoothing keeps spells crisp despite roar of sea and cannons. Activating multiple orbs can stagger enemies: first to blind with fog, second to grant insight into enemy intent, helping predict ambushes. Defensive shield: fading from ranged attacks by filling area with thick silver mist to break archers’ line of sight.

Key Roleplay Flavor

  • Defense: retreat with dignity — use fog to vanish, light to guide, dream insight to find safety.
  • Offense: sow confusion, misdirect, and strike under cover while voice and spells remain controlled.
  • Extra Sensory: glimpses of past-life memories inform movement and tactics; watery echoes give subtle precognition.
  • Drawback Flavor: overuse drains orbs; once empty, user may feel “dream drunk,” dizzy and vulnerable until new orbs are sanctified.

Perception of Activation:

User’s Perspective
When the Moonwake Orb Belt-221 stirs to life, a cool wash spreads across the abdomen and spine, as if stepping into midnight riverwater. The orbs’ glow trembles in time with the heart, then deepens to a silver-blue halo that laces upward along tusks and ears. Sound muffles for a heartbeat, replaced by a low resonant hum—like dream currents brushing the Mind’s Eye. Smells of brine and wet kelp sharpen; eyes pick out hidden paths in shifting mist and faint, translucent silhouettes of past lives flicker at the edge of vision. The body feels lighter, yet anchored, with a sudden awareness of surrounding movement—ripples of presence bending through unseen magical currents.

Observer’s Perspective
To onlookers the belt’s orbs flare like pale moons, spilling drifting silver mist that clings and curls around the wearer’s legs. Soft, bell-like tones echo faintly, rising and falling as if answering faraway waves. Brief afterimages swirl in the fog—ghostly shapes of people or creatures, shimmering and gone. The user’s outline seems blurred and slightly displaced, as though water refraction hides them. Skin patterns may glow faintly, echoing Vo-Run glyphs.

Positives

  • Heightened sensory perception: danger feels near before it appears, hidden paths and movements become visible.
  • Sharpened focus for spells and Ngara-Vo incantations; words slide out clean and effortless.
  • Defensive obscurity and protective mist that confuses or wards off enemies.
  • Emotional lift: a dreamlike calm settles in, courage steadies.

Negatives

  • Sensory overload risk: sudden flashes of past lives or voices may distract or unsettle the user mid-combat.
  • After the fog fades, brief disorientation and fatigue in the limbs.
  • Strong smell of kelp and wet stone can give away location if stealth is crucial.
  • Magical echo might attract curious or predatory dream-creatures sensitive to ley disturbances.

Moonwake Orb Belt-221 Crafting Recipe — “Loom of Midnight Currents”

Materials Needed

  • Four fathoms of kelp-leather, deepwater harvested and cured with brine salts.
  • Three to four Moonwake Dream Orbs (quartz orbs steeped in Grand Dreampool water for at least one lunar cycle).
  • Drift pearl dust (powder from river pearl clams, to stabilize magical resonance).
  • Glimmer-ink infused with moonflower pollen and silver flakes (for Vo-Run inscriptions).
  • Braided mist kelp and soft copper rivets to bind the sash and create smooth water flow.
  • A single vial of Nightwave sap (for permanent Mind’s Eye attunement).

Tools Required

  • Dreampool loom or any hydromantic-infused water loom.
  • Brass stitching awl and bone-handled rivet press.
  • Orb resonance tuning fork keyed to Ngara-Vo tones.
  • Mist condenser (to infuse the kelp leather with cool vapor).
  • Moonlit basin (wide bowl of sanctified water under direct moonlight).

Skill Requirements

  • Hydromantic Weaving: intermediate (to merge water enchantments into leather).
  • Ngara-Vo Glyphcraft: precise tonal and runic knowledge for Vo-Run inscriptions.
  • Orb Stabilization: ability to attune orbs to dream frequency without fracturing their shell.
  • Leatherworking: advanced enough to shape kelp leather without losing suppleness.

Crafting Steps

  1. Prepare the Leather
    Soak kelp-leather in Nightwave sap and drift pearl dust under moving river water for one full day. This binds subtle dream resonance and gives the sash its midnight hue.
  2. Imbue the Sash
    Lay the leather on the Dreampool loom; weave mist kelp threads through its length while chanting a steady Ngara-Vo hum. Pass the Mist condenser over the leather until it exudes a faint cool vapor.
  3. Form the Orb Cups
    Carve shallow spherical sockets where orbs will seat. Rivet soft copper supports and seal each cradle with a thin band of glimmer-ink.
  4. Infuse the Dream Orbs
    Place each quartz orb in a moonlit basin for three nights; whisper chosen Vo-Kara incantations nightly to align them to the wearer’s soul pattern. On the final night, sound the tuning fork to bind orbs to the sash’s hum.
  5. Inscribe Vo-Run Glyphs
    Using a fine brush, paint flowing Vo-Run glyphs along the belt’s length and around each orb cradle. Work slowly; incorrect strokes weaken magic or cause dream static.
  6. Final Attunement
    Drape the finished belt over running water or hold it in low mist. Speak your true name in Ngara-Vo, then dip the orbs briefly to charge them with first-use energy.

When complete, the belt gives its signature cool mist and faint silver-blue glow. Correctly crafted pieces hum softly when worn and echo the wielder’s breath—ready to store and shape dream-water for light, fog, and insight.

Song of Waning Moonwake

Long ago, before road-stone laid from Vara-Sul to Dreamtide, before the first steamship sang upon Shimmering River, there was tale of Belt not like any other. Old tongues call it Moonwake, but word before was stranger—sound like water over broken shells, lost to time.

It is said a dream-runner named Tarra-Nu wandered far from hearth, chasing whispers of other lives. She walk alone under deep mangrove night, moon pale and big, trunk low with weariness. River voices told of Orbs of Breath sleeping where sky touched water. Tarra-Nu seek them, for she was lost inside too many memories: ones of sword and fire, of harvest and sea.

She find cave where moonlight drip through roof cracks. Inside pool was dark, yet stars move on its skin. She kneel and speak name of self and not-self; water answered with three small lights, like eggs of night. They rose and circled her waist, weaving strands of kelp and leather from shadow and foam. Thus was first Moonwake Belt born.

But tale not easy. For pool was guarded by Dream-Leviathan, beast with eyes many, born of drowned promises. It ask price: “Forget one life to wear me.” Tarra-Nu, afraid but bold, cut away war-memory that burned her nights. Leviathan drink it, sigh long, and sleep again. She left cave with Belt, three Orbs glowing like calm moon.

She return to people, guiding boats through fog, seeing danger where others blind. Belt gave light when storms crush, gave sight when lies wrapped tongues, gave fog to hide hunted from beasts. But each Orb empty once used, and new dream must be sung and gifted. Tarra-Nu taught none save her daughter; words became broken when carried through many mouths, and so craft faded.

Still, many swear when Belt wakes—cool mist kissing ankles, Orbs shining—one feel memory of river-song and far-off lives. Some say Belt remembers Tarra-Nu’s lost war; others that Leviathan still watches, hungry for new forgettings.

Moral: Dream’s power is strong but asks its toll; to take light from forgotten waters, one must leave behind the weight that drowns the heart.

Suggested conversions to other systems:


Call of Cthulhu 7e — Moonwake Orb Belt-221

Category: Mythos Utility Gear
Slot: Waist (Orb Belt, holds up to 4 dream orbs)
Era: Renaissance / High Magic Saṃsāra
Description: Midnight-dyed kelp leather sash fitted with glowing dream orbs taken from sacred waters.

Game Effects:

  • Dreamlight Discharge (1 Charge per Orb): Spend 1 Magic Point and roll POW ×5. On success, create pale magical light in a 10 m radius for 10 minutes or until dismissed.
  • Vision of Former Lives: Spend 2 Magic Points; roll POW ×5. Success grants a sudden flood of past-life insight—investigator may roll with advantage (bonus die) on one INT or Insight-related roll (Mythos comprehension, idea checks) within 10 minutes.
  • Dream Fog Veil: Spend 3 Magic Points; produce thick silver fog in a 5 m radius lasting 2 combat rounds, providing hard cover and forcing Spot Hidden rolls with one penalty die to see through.

Sanity / Drawback:

  • Each orb emptied without ritual refilling costs 1 SAN (fragment of self given to the dreamstream).
  • Long exposure may cause dream echoes: investigator makes POW roll after each long rest; failure results in strange, fragmented visions or sleepwalking.

Value: Extremely rare, priceless among Dream Cults; usually 1D6×100 gp equivalent if found in Saṃsāra’s relic markets.


Blades in the Dark — Moonwake Orb Belt-221

Item Type: Fine Arcane Implement (Tier 1 rare)
Load: 1
Slot: Waist
Description: A sash of kelp-leather with up to 4 shimmering dream orbs.

Mechanical Benefits:

  • Dreamlight (1 use/orb): Spend 1 Stress to activate an orb and create a soft, magical light; counts as potent effect when piercing magical or mundane darkness.
  • Past-Life Flash (1 use/orb): Spend 2 Stress, gain +1d to any Insight roll (Survey, Study, Attune) for next scene.
  • Fog Veil (1 use/orb): Spend 2 Stress, create a misty barrier; +1d to Prowl/Skirmish rolls to break line of sight or disengage; foes suffer reduced effect on ranged attacks until fog clears (about one exchange).

Quirk: Each used orb leaves you slightly hollow—mark 1 stress after each downtime where an orb was spent unless you indulge vice or commune with dream spirits.

Acquisition: Claim via rare ritual, score against Dream Cultists, or 6-Coin purchase from Whisper markets.


Dungeons & Dragons 5e — Moonwake Orb Belt-221

Wondrous Item, uncommon (requires attunement)
Slot: Waist (Orb Belt — up to 4 dream orbs; comes with 3 charged)

Stats & Effects:

  • Dreamlight: As an action, expend 1 orb to cast Light (no concentration) that lasts 1 hour.
  • Past-Life Glimpse: Bonus action, expend 1 orb; gain advantage on the next Wisdom (Insight), Intelligence (History), or Intelligence (Arcana) check within 10 minutes.
  • Dream Fog Puff: Action, expend 1 orb to cast Fog Cloud (10-foot radius, 10 minutes, no concentration required).

Passives:

  • While attuned, you gain +1 bonus on concentration checks to maintain water or illusion magic and have advantage on saving throws to avoid being deafened or disoriented by sonic effects.
  • Belt smooths verbal components: you have +1 to spell attack rolls when using Ngara-Vo verbal casting.

Charges & Recharging:

  • Each orb is single-use. New orbs must be refilled in a Dreampool via a 1-hour ritual and 25 gp of materials per orb.

Drawbacks:

  • If you expend the last orb and don’t refill within a week, DC 12 Wisdom saving throw or suffer one level of exhaustion due to dream-disorientation.

Knave — Moonwake Orb Belt-221

Type: Rare Magical Belt
Slot: Belt (Holds up to 4 charged orbs; begins with 3)

Effects:

  • Dreamlight: Spend 1 charge to create bright light in near range for 1 hour.
  • Past-Life Glimpse: Spend 1 charge to roll with advantage on next INT or WIS check.
  • Dream Fog Puff: Spend 1 charge to fill a near area with heavy mist for D6 turns; enemies have disadvantage on attacks inside fog.

Passives:

  • Belt stabilizes incantations: caster ignores first failed INT save against magical confusion per day.
  • Wearer counts as +1 tier when making checks to resist fear or dream illusions.

Drawbacks:

  • Using last orb triggers a WIS save or gain a temporary delusion tied to past lives for D6 turns.
  • Orbs require sacred water and a one-night vigil to recharge; cost ~25 sp each.

Value in Knave terms: 250–400 sp depending on region and rarity.


Fate — Moonwake Orb Belt-221

Item Type: Rare Utility Belt (Arcane/Water attuned)
Aspects: Dream-Carrying Sash of the Moonwake
Slot: Waist

Core Mechanics:

  • While worn and attuned, the wearer may invoke the Dreamlight ability: once per scene spend 1 Fate Point to create soft magical illumination (Zone-sized) that reveals hidden or illusionary things and gives +2 to Notice rolls for anyone in the zone.
  • Past-Life Glimpse: Spend 1 Fate Point and succeed at a Focus Overcome action (Will) vs Fair (+2). On success, gain a temporary Aspect “Past Self’s Insight” with one free invoke to aid any mental or magical challenge.
  • Dream Fog Puff: Spend 1 Fate Point to create an Obstacle: heavy silver fog filling a zone; Stealth or Escape rolls gain +2 for allies; enemies suffer −2 to attack unless they have tremorsense or similar.

Passive: Belt grants +2 when using magic or rituals that depend on precise tonal speech (Ngara-Vo incantations).

Drawback: If all orbs are spent and none are ritually recharged by next session, the wearer gains a temporary Mild Consequence Dreams Fragmented until downtime healing or re-attunement.


Numenera & Cypher System — Moonwake Orb Belt-221

Level: 4 (Rare Utility Artifact)
Form: Midnight kelp sash with up to four glowing dream orbs

Effect:

  • Dreamlight (1 Intellect point): Create bright light in Immediate area and dim out to Short range for one hour; dispels minor illusions.
  • Past-Life Glimpse (2 Intellect points): Once per orb, gain an asset on one Intellect-based task or defense roll; can also trigger a GM intrusion offering strange dream memories.
  • Dream Fog Puff (3 Intellect points): Immediate radius fills with mist for 1 minute; creatures inside suffer hindered perception tasks and attacks by one step.

Depletion: Each orb used counts as 1 depletion check. When all empty, item is inert until refilled via ritual at a Dreampool (Intellect task, difficulty 4, one hour).

Passive: While wearing, reduce difficulty of understanding dream or water-related Numenera by one step.


Pathfinder (2e) — Moonwake Orb Belt-221

Worn Item — Waist Slot
Level 5; Price 160 gp
Usage: worn belt; Capacity 4 orbs (starts with 3 charged)

Activate (Interact, Concentrate) — 1 Action

  • Dreamlight (Focus): Emanate bright light 20 ft, dim 40 ft, for 1 hour; counters magical darkness of 3rd level or lower.
  • Past-Life Glimpse: Expend an orb; gain a +2 item bonus to next Recall Knowledge, Insight (Perception vs Deception), or Will save within 10 minutes.
  • Dream Fog Puff: Expend an orb; produce obscuring mist in 10-ft burst, 1 minute.

Passive Effects:

  • +1 status bonus to checks to maintain concentration on water or illusion spells.
  • +1 item bonus to counteract auditory disorientation effects.

Recharge: Must perform 1-hour hydromantic ritual at Dreampool (Nature or Occultism DC 18) per orb.

Bulk: L


Savage Worlds (SWADE) — Moonwake Orb Belt-221

Gear Type: Magical Utility Item
Slot: Belt
Cost: 800 gold equivalent
Rarity: Rare

Effects:

  • Dreamlight: Free action, spend 1 Power Point (or 1 orb) to produce Medium Burst Template of light for one hour; dispels penalties from Dim/Low Light.
  • Past-Life Glimpse: Spend 1 PP/orb, immediate Spirit roll at +2; success grants +1 Benny or +2 on next Smarts-based roll this scene.
  • Dream Fog Puff: Spend 2 PP/orb; place Small Burst Template of dense fog; attacks through it are at −2 for 3 rounds.

Passive: User gains +1 to Spellcasting/Focus rolls that rely on speech/chanting; +1 to resist Fear when belt has at least one charged orb.

Drawback: When last orb is spent, user must make a Smarts roll or suffer Fatigue for one hour due to dream backlash.


Shadowrun — Moonwake Orb Belt-221

Type: Magical Utility Gear (Waist Slot)
Availability: 6R
Cost: 5,000¥
Device Rating: 3
Capacity: 4 Dream Orbs (starts with 3 charged)

Game Effects:

  • Dreamlight: Simple Action, spend 1 Orb. Creates a 10 m radius glow for [Device Rating] hours, reduces visual penalties from darkness by 2 dice; disrupts Illusion spells with F ≤ Device Rating (Opposed Test).
  • Past-Life Glimpse: Free Action when making a Knowledge or Assensing Test, spend 1 Orb. Gain +2 dice pool bonus; GM may trigger brief memory echo (surprise or clue).
  • Dream Fog Puff: Complex Action, spend 1 Orb. Creates Mist/Smoke in 5 m radius; grants +2 dice to Sneaking; attacks through area suffer –2 dice for [Device Rating] Combat Turns.

Passive Effects: +1 die to Conjuring or Sorcery Tests when spellcasting involves verbal components; +1 to Composure Tests vs Dream/Ego damage.

Drawback: Belt emits faint astral resonance while orbs are charged; Assensing +2 dice to detect it. When all orbs drained, wearer must resist (Willpower + Logic [3]) or suffer 1 box Stun from psychic backlash.


Starfinder — Moonwake Orb Belt-221

Item Level: 5
Price: 4,800 credits
Slot: Belt
Bulk: L

Activation:

  • Dreamlight (1 charge, standard action): Shed 30-ft bright light, 30-ft dim for 1 hour; suppresses magical darkness up to 2nd level.
  • Past-Life Glimpse (1 charge, swift action): Reroll one skill check just attempted; must accept second result.
  • Dream Fog Puff (2 charges, standard action): Create 20-ft radius fog cloud (as fog cloud spell) for 1 minute.

Passive Benefits: While at least one orb charged, wearer gains +2 circumstance bonus to Mysticism checks regarding dreams, planar currents, or reincarnation.

Capacity: 4 charges (1 per orb); Recharge by 1-hour ritual at magical water source (Mysticism DC 18).


Traveller — Moonwake Orb Belt-221

TL: 13
Cost: 60,000 Cr
Mass: 1 kg
Slot: Belt

Mechanics:

  • Dreamlight: Free Action, 1 charge. Illuminates 20 m radius with magical light for 1 hour; grants DM+1 to Recon checks in dim or no light.
  • Past-Life Glimpse: Reaction, 1 charge. Once per encounter, reroll a failed Education, Recon, or Survival check with DM+1.
  • Dream Fog Puff: Minor Action, 2 charges. Create 10 m mist cloud; grants DM+1 to Stealth and imposes DM–1 to ranged attacks through it for 6 rounds.

Passive: +1 DM on Language and Magic-related checks when using tonal speech or ancient texts.

Recharge: Ritual attunement with magical liquid (Difficult, Edu or Magic DM–2 if untrained; 1D hours per orb).

Hazard: If drained and used without recharge, wearer makes END 8+ or suffers 1D damage from mental feedback.


Warhammer (Age of Sigmar / Soulbound style)

Moonwake Orb Belt-221 — Artefact of Power

Slot: Belt
Rarity: Rare

Qualities: Dream-Fueled, Luminous, Mist-Warding

Game Effects:

  • Dreamlight (Free once per Encounter): Emanate bright lunar glow in 10” radius for 1 hour; removes penalties from darkness and Illusion (Opposed Mind vs Mind).
  • Past-Life Glimpse (Focus, once per Scene): Gain +1 die on any Mind, Lore, or Insight Test; GM may provide a cryptic past-life clue.
  • Dream Fog Puff (Action, once per Encounter): Create 3” radius obscure mist lasting D3 Rounds; enemies inside suffer –1 die to Melee and Ballistic; allies gain +1 die to Stealth or disengage actions.

Passive Magic: Bearer gains +1 Mind when concentrating on dream or water-themed spells and Advantage on Tests to resist fear or madness if at least one orb charged.

Risk: When belt fully drained, wearer must pass Mind DN 4 or suffer 1 Stress and become Distracted for one round from dream backlash.