From: Lineage 713 of Qosqo Pacha Peak Forged Ascendants
Description: This device is essential for Kallpa-Rumi’s work in unstable, ruin-filled environments. It is a handheld apparatus, roughly the size of a thick book, crafted from a combination of dark, petrified wood and reinforced bronze casings. The face of the device features a large, clear crystal set above a series of pressure-sensitive copper plates and small, intricate gear-work. Two long, insulated copper wires extend from the base, ending in sharp, obsidian-tipped probes. Kallpa-Rumi uses this to test the stability of magical energies. By pressing the probes against a magical circuit, a steam-powered mechanism, or even a raw ley line-infused rock, the crystal in the center will glow with a corresponding light: a steady, soft amber indicates stable energy; a flickering, erratic yellow suggests instability or an impending surge (like in their “Volatile Magic”); and a deep, pulsing crimson warns of critical overload or a magical “fault” about to break. This tool is vital for their motivation to understand shattered ley lines and avoid magical catastrophes.
Lore:
This apparatus is not an ancient, magical relic found in a ruin; it is a vital, precision instrument of survival, developed by the Peak-Forged Ascendant lineage in the generations after the Rockfall. The ancestors who survived the cataclysm found themselves in a new, terrifying world where the very earth was a magical-minefield of shattered, unstable, and “screaming” ley lines. They could no longer trust their innate, passive senses, which were constantly overwhelmed by the magical “noise.”
They needed an objective, external tool—a “reality check”—to tell them what their own volatile senses could not. The Caliper was born from this necessity. It is a masterpiece of post-cataclysm Andean technology, a perfect blend of geomancy, steam-mechanics, and magic-circuitry.
The Petrified Wood chassis acts as a perfect insulator, grounding the user and the device from the chaotic energies it is designed to measure. The Obsidian-Tipped Probes are the “antennae”; obsidian, being a “shattered” magical substance itself (from the Rockfall), is the only material that can “sympathetically” and safely touch and read other shattered, volatile energies without being destroyed.
The “processor” is the intricate Gear-Work and the Pressure-Sensitive Copper Plates. When the obsidian probes “read” an energy-source, the magical resonance is channeled into the copper plates. A stable, harmonious energy (like a healthy ley line) exerts a gentle, even pressure. An unstable, erratic, “surging” energy (like Kallpa-Rumi’s own magic) exerts a rapid, “buzzing,” uneven pressure. A critical, overloading energy (like a failing steam-engine or a pre-explosion trap) exerts immense, hot pressure.
These different pressures physically move the intricate gears, which in turn rotate and focus the large, clear Crystal Lens. The crystal is not magical itself; it is a physical display. The gears adjust its facets to catch the light in different ways, causing the observed color to shift from amber (stable) to yellow (unstable) to crimson (critical). It is, in effect, a magical “Geiger counter” and “voltmeter” in one, a priceless diagnostic tool for a ruin-delver, steam-mechanic, or anyone (like Kallpa-Rumi) whose life depends on knowing the difference between a stable foothold and a magical landmine.
Slot: Tool / Apparatus
Tier 1 Stats:
- Strength: +0
- Dexterity: +0
- Constitution: +0
- Intellect: +3
- Wisdom: +1
- Charisma: +0
Skills Gained:
- Magic Circuitry (Knowledge): The Caliper is the primary tool for this skill, granting a bonus to all checks made to diagnose, understand, or repair magic circuits.
- Steam Mechanics (Diagnostics): Grants a bonus to checks made to diagnose the magical-energy stability of steam-powered mechanisms (e.g., “Is this boiler about to surge?”).
- Geomancy (Knowledge): Grants a bonus to checks made to analyze the properties (stability, power) of ley lines.
Passive Magics:
- Lineage Attunement (Peak-Forged Ascendant): This is a complex, sensitive, and proprietary instrument. Only a member of the Peak-Forged Ascendant lineage, trained in its use, can properly calibrate and read it. This attunement unlocks its +3 Intellect and +1 Wisdom stat bonuses. To any other user, the crystal flickers erratically and gives useless readings.
- Ambient Resonance Meter: The crystal passively “listens” to the ambient magical environment. It glows with a steady, dull amber in safe, stable areas. In areas of high, ambient magic or instability, it will passively flicker with an erratic, unstable yellow, warning the wielder of a general, unseen danger (e.g., a “wild magic” zone).
- Insulated Chassis: The petrified-wood and bronze chassis, combined with the insulated wires, provide the wielder with a bonus to any saving throws made to resist electrical or magical-feedback damage that might result from a failed diagnostic check.
Activatable Magics:
- Diagnostic Probe (At Will): As an action, the wielder can press the two obsidian probes to a single magical source (a circuit, a trap, a steam-engine, a ley line-infused rock). The Caliper’s crystal will immediately give a precise, two-part reading:
- Stability: Amber (Stable/Safe), Flickering-Yellow (Unstable/Surge-Risk), or Pulsing-Crimson (Critical/Overload/Imminent-Detonation).
- Intensity: (A low hum vs. a high, pained whine from the gears) Low-Output, Medium-Output, High-Output, or Catastrophic-Output.
- Resonance Siphon (1 use per long rest): As an action, if the wielder is using Diagnostic Probe on a “Pulsing-Crimson” (Critical/Overload) magical trap or circuit, they can activate the Caliper’s “siphon” function. The Caliper instantly drains the overload-energy, neutralizing the trap or stopping the imminent explosion. The Caliper itself is now “full” and cannot be used again (even its passives fail) until the wielder takes one minute to safely vent the stored energy.
- Ley Line Triangulation (3 uses per long rest): As an action, the wielder can take a “reading” of a distant ley line (one they can sense, e.g., with their boots). By taking three such “readings” from three different points, the Caliper’s intricate gear-work (acting as a mechanical slide-rule) will allow the user to make a Geomancy (Knowledge) check with a significant bonus to determine the exact location, power, and stability of the ley line’s “node” or source.
Tags: Tool, Apparatus, Tier 1, Qosqo-Pacha, Peak-Forged Ascendant, Diagnostic, Intellect, Magic Circuitry, Steam-Mechanics, Geomancy, Ley Line, Volatile, Non-Combat, Lineage-Bound, Crystal, Obsidian, Bronze, Petrified Wood
The Portable Ley-Resonance Caliper (Apparatus 499) is not a common item. It is a highly-specialized, proprietary piece of diagnostic technology. Its value is almost entirely hidden; to anyone but a Peak-Forged Ascendant, the device is useless, as its readings will be erratic and nonsensical. It is a “locked” item, keyed to the lineage’s specific magical resonance. Therefore, it would almost never be sold on an open “magic item” market.
1. The Guild-Certified Artificer’s Workshop (Proprietary Value)
- Type of Shop: This is not a public-facing shop. It is the high-security workshop or “certified-tools” storeroom of the most exclusive Steam-Mechanics or Geomancer-Surveyor Guilds. These are the artisans who build and maintain the city’s primary steam-conduits and magical-circuitry.
- Where: A secure, members-only guild-hall in the industrial-artisan district of Peakhold (Qosqo-Suma).
- How It Is Sold: It is not sold. This is proprietary, guild-only technology, likely built by Peak-Forged Ascendants who are also high-ranking guild-members. The Caliper would be “leased” or “assigned” to a master-surveyor (like Kallpa-Rumi) upon undertaking a critical, sanctioned guild-mission (e.g., “Map the stability of the pre-Rockfall steam-tunnels”). If a non-guild-member (even another Ascendant) tried to “buy” one, the guild would refuse.
- Sales Pitch: “This is not for sale. This is Guild-Property, Model 499. It is the only tool that can give a stable reading on a shattered-conduit. To use it, you must be a licensed Master-Surveyor and be of the proper lineage to calibrate it. It will be signed-out to you, and it will be returned upon completion of your contract.”
- Cost (Guild-Lease/Insurance Value): If one were to be “leased,” the price would be a massive, refundable deposit to ensure its return.
- Deposit Cost: 50 Platinum (500 Gold). (The actual cost to build it is closer to 30 Platinum, but it is not for sale at any price).
2. The Scavenger’s “Junk” Stall (Ignorant Value)
- Type of Shop: A “Ruin-Rat” stall, piled high with salvaged, unidentified mechanical and magical “junk.” The seller deals in scrap metal, broken steam-parts, and “curios” recovered from ruins.
- Where: The deep, unregulated, multi-level cave-markets of Peakhold.
- How It Is Sold: The Caliper is tossed in a box with other broken gauges, copper-wire-spools, and strange-looking “boxes.” The seller (who is not a Peak-Forged Ascendant) found it on a body. They tried to use it. They put the probes on a working magic-crystal, and the Caliper’s display-crystal just flickered with a crimson, “Critical Overload” light (because the seller’s own magical-aura is “wrong” and chaotic to the device). The seller thinks it is broken.
- Sales Pitch: “This thing? It’s a nice piece of craft, see? Good wood, real bronze, nice crystal. It’s supposed to be some kind of magic-meter, but it’s busted. I put it on a perfectly good steam-pipe, and the crystal screamed ‘overload.’ It’s junk. But, the parts are good. The obsidian-tips, the copper-wire, the crystal… worth 5 gold in parts. You look like you can tinker. 5 gold, it’s yours.”
- Cost (Ignorant Value): The price is for its raw materials, as the seller believes it is non-functional.
- Cost: 5 Silver (or 50 Copper). (A typo in the sales pitch, the seller means 5 Silver, but might even take 50 Copper just to be rid of it. A savvy buyer like Kallpa-Rumi would pay the 5 Silver instantly and leave before the seller changes their mind).
3. The Peak-Forged Ascendant Artisan (Crafted/Inheritance Value)
- Type of Shop: This is the private workshop of a Peak-Forged Ascendant master-artisan, a specialist in “shattered-circuitry” and geomantic-diagnostics.
- Where: A small, insular, and hidden workshop within the Ascendant community in Peakhold.
- How It Is Sold: This is the only place the item is legitimately crafted. It is never sold. Like the Ruin-Buster pistol, it is a “journeyman” piece. An Ascendant must build one to prove they have mastered the skills of their lineage (Geomancy, Magic Circuitry, Steam-Mechanics). Kallpa-Rumi likely built this very Caliper as her final test. It is her personal, crafted-and-attuned tool, the “diploma” of her trade.
- Cost (Crafted Value): The “cost” is not in coin, but in the years of study and the rare materials (petrified “witness-wood,” pure obsidian, specialized gears) required to make one.
- Cost: 0 Coin. It is an item of identity, not commerce. If a non-Ascendant somehow managed to steal one and tried to sell it back to the community, the Ascendants would pay any price to recover their stolen, proprietary technology (likely paying the 50 Platinum “Guild” price as a “ransom”).
This item is a diagnostic tool, not a weapon. It is not used for direct offense or defense. Instead, it is used to gather critical, tactical information that enables offensive or defensive actions. Its roleplay is one of a “combat-engineer” or “sapper,” identifying threats and opportunities.
Environment 1: An Ancient, Pre-Rockfall Ruin
Defensive Application: “De-fanging” a Trap
- Scenario: The party enters a chamber with a glowing, rune-covered crystal on a pedestal. The air hums with power. Is it a key or a trap?
- In-Game Roleplay: The player says, “Nobody touch it. I’m pulling out my Caliper. I’m walking as close as I dare and taking an ‘ambient’ reading with the Ambient Resonance Meter.”
- How it’s Described: As you get within 10 feet, the crystal on your Caliper, which was a Steady-Amber, begins to flicker with an Erratic-Yellow, warning you of instability. You get closer, brace yourself, and extend the obsidian probes, touching them to the pedestal. The Caliper’s gears instantly whine, and the crystal flashes a Pulsing-Crimson—it’s a critical, high-output overload-trap, ready to detonate.
- (Follow-up Action): “It’s a bomb. I’m activating Resonance Siphon.” You describe the Caliper’s crystal flaring bright-crimson as it inhales the magical charge. The whine of the gears becomes a high-pitched scream, and the runes on the pedestal-trap go dark, neutralized. Your Caliper is now “full” and inert, but the path is safe.
Offensive (Utility) Application: “Finding the Off-Switch”
- Scenario: A massive, invulnerable stone golem is guarding a door. It’s powered by a series of glowing magic-circuits running along the walls, which are too high to reach.
- In-Game Roleplay: The player says, “I can’t fight that thing. I need to find its power-source. I’m activating Ley Line Triangulation, using the circuits on the wall as my ‘ley line’ source.”
- How it’s Described: You take a reading from a circuit on the east wall. The Caliper hums. You run 30 feet down and take a reading from the south wall. The Caliper whirs and clicks. You take a final reading from a junction-box. The gears in the Caliper spin, click, and settle, giving you a perfect, non-magical, mechanical calculation. The “node” that powers this entire room is not in the room at all—it’s 40 feet below this chamber, accessible through a grate in the floor you hadn’t noticed. You have just found the “off-switch” for the golem.
Environment 2: A Peakhold Steam-Works Facility
Defensive Application: “Predicting a Catastrophe”
- Scenario: A battle has broken out in a boiler-room. A stray shot has struck a massive, hissing steam-conduit, which is now whining and glowing with a dull-red magical light.
- In-Game Roleplay: The player says, “I’m ignoring the fight for one action. I need to know if that boiler is going to explode. I’m using Diagnostic Probe on the damaged pipe!”
- How it’s Described: You run to the pipe and press the probes against the hot bronze. The Caliper instantly gives you a reading, bypassing the physical noise. The crystal is Pulsing-Crimson. The gears are emitting a screaming, high-pitched whine. This isn’t a simple leak—it’s a critical, magical-containment failure. You shout to your party, “We have one round before this entire room detonates!” This defensive-use has now changed the entire goal of the combat: escape.
Offensive Application: “Finding the Weakest Link”
- Scenario: Kallpa-Rumi needs to cause a massive diversion to escape a Guild-Enforcer patrol. There are three large, identical steam-junctions in the corridor. She only has one shot with her Ruin-Buster.
- In-Game Roleplay: The player says, “I need to make this count. I’m using Diagnostic Probe on all three junctions.”
- How it’s Described: You tap the probes on the first junction. The Caliper reads Steady-Amber (Stable). You tap the second one. Steady-Amber (Stable). You tap the third one—it’s older, covered in rust. The Caliper’s crystal immediately flickers with an Erratic-Yellow. It’s already unstable. This is the one. You have just identified the perfect target for your “offensive” action, ensuring your one-shot-demolition will cause a catastrophic, chain-reaction failure.
Environment 3: An Unstable, Shattered Ley Line Cave
Defensive Application: “Mapping the Minefield”
- Scenario: The party is in a “wild magic” cave where the very ground is dangerous. They need to cross a 50-foot chasm on a narrow, natural-stone-bridge.
- In-Game Roleplay: The player says, “I’m not trusting that bridge. I’m walking ahead of the party, using the Diagnostic Probe every five feet. I’m literally “sweeping” it for magical-mines.”
- How it’s Described: You tap the probes on the first section. Steady-Amber. You walk five feet. Steady-Amber. You walk five more feet, to the very center of the bridge. You tap the probes. The Caliper’s crystal instantly flashes Pulsing-Crimson. This specific piece of stone is a “shattered-node.” If anyone puts their full weight on it, it will detonate. You have just found the landmine, allowing your party to defensively bypass it.
Offensive (Utility) Application: “Targeting the Heart”
- Scenario: The “enemy” of this cave is the shattered ley line itself, which is causing monsters to spawn. The party needs to find the source and “cleanse” it.
- In-Stream Roleplay: The player says, “I’m using Ley Line Triangulation. I’m taking a reading from the entrance. [GM: “It’s chaotic.”] I’m moving to the east wall, taking another. [GM: “It feels stronger.”] I’m moving to the north-east corner, taking a third.”
- How it’s Described: You stand in the third position, and the Caliper’s intricate gear-work spins and whirs, performing the complex, mechanical calculations that your mind cannot. The gears click into place. The Caliper has found the “node.” It’s not a visible crystal; it’s a point in the solid-rock wall, 50 feet ahead. That is the “heart” of the shattered-line. This tool has just given your party the “target” for their “offensive” mission.

“Perception of Activation” for the Portable Ley-Resonance Caliper (Apparatus 499).
Perception of Activation:
User’s Perspective
The activation is not a “surge” of power, but a “reading” of it. The device is a filter, translating raw magical energy into physical, understandable, and safe sensory feedback.
For Diagnostic Probe (The Action):
- Tactile (Primary): The petrified-wood chassis remains insulating and inert. The only sensation comes from the pressure-sensitive copper plates under the user’s fingertips.
- Steady Amber: A faint, steady, and pleasant warmth radiates from the copper plates.
- Flickering Yellow: A prickly, erratic, and unpleasant buzzing sensation, like a “pins-and-needles” or a low-voltage shock, vibrates against the user’s fingers.
- Pulsing Crimson: An intense, painful, burning heat radiates from the copper plates, as if pressing their fingers to a hot stove, forcing an instinctual urge to pull away.
- Auditory: The intricate gear-work provides a clear, audible cue.
- Steady Amber: A faint, steady, satisfying click-whir-click sound, like a well-made, expensive clock.
- Flickering Yellow: A fast, erratic, clattering-whine, like a clock-spring that has been wound too tight and is about to break.
- Pulsing Crimson: A screaming, high-pitched, mechanical whine, like fine gears grinding themselves to dust at high speed. It is loud enough to be painful.
- Visual: The user sees the large crystal lens on the device light up with the corresponding color (Amber, Yellow, or Crimson).
- Extra-Sensory (Mind’s Eye): This is the most important perception. The Caliper is a filter. The user does not feel the “raw” magic of the thing they are probing. The obsidian tips and insulated chassis protect them from the chaotic, “shattered” energy. Their Mind’s Eye perceives the probes as cold and numb, and the only magical sensation is the “translated” light and sound from the device itself. It is a feeling of clinical, safe, scientific detachment.
For Resonance Siphon (The Reaction):
- Tactile: The intense, burning heat of the Pulsing-Crimson state is instantly sucked away. It is replaced by a profound, painful, absorbing cold, as if the device was just plunged into liquid nitrogen. The entire apparatus feels “full” and dead.
- Auditory: The screaming, high-pitched whine of the gears instantly stops, ending in a single, final, heavy, metallic CLUNK as the internal mechanism locks. The device goes completely silent.
- Extra-Sensory (Mind’s Eye): The user perceives the “overload” energy (the Crimson) as a “spear” of raw power. They see the Caliper’s probes create a cold, black void that violently inhales this energy. The Caliper’s own, small magical-signature flares white-hot for a split-second and then goes completely dark, as if its power-source has been snuffed out.
Observer’s Perspective
- Visual (Diagnostic Probe): An observer sees the user press the two obsidian probes to a surface. The intricate, clockwork-like gears on the face of the device visibly spin. The large, clear crystal in the center then lights up with one of the three colors: a Steady Amber, a Flickering Yellow, or a Deep, Pulsing Crimson.
- Visual (Resonance Siphon): An observer sees the Pulsing-Crimson light in the crystal suddenly flare to a blinding, white-hot crimson for one split-second, then instantly go dark, as if the bulb has burnt out.
- Auditory (Diagnostic Probe): The Caliper’s internal mechanisms are audible to anyone nearby. An observer would hear:
- Amber: A faint, quiet click-click-click.
- Yellow: A fast, nervous, audible whir-clatter-whir.
- Crimson: A loud, high-pitched, mechanical whine, loud enough for anyone within 15-20 feet to hear clearly.
- Auditory (Resonance Siphon): The screaming whine of the Crimson state is audible to everyone, and it abruptly ends with a loud, definitive, metallic CLUNK! as the internal gears seize.
Positives
- Clear, Redundant Feedback: The user gets three different, unmistakable signals (light, sound, and touch) all telling them the same thing. It is impossible to misinterpret the reading.
- Safe for the User: The Caliper is a filter. It translates chaotic, dangerous magic instead of channeling it. The user suffers no psychic-strain, “dissonant-echoes,” or magical-backlash from simply taking a reading.
- Siphon is Definitive: The Resonance Siphon is a clear, “all-or-nothing” event. The user (and observers) know the threat was neutralized and know the tool is now offline.
Negatives
- Crimson State is LOUD: The “Critical Overload” warning is not subtle. The high-pitched, screaming whine will instantly alert any nearby creature (allies and enemies) to the user’s position and the fact that they have just discovered something volatile and important.
- Siphon is a One-Use “Panic Button”: Using the Resonance Siphon once renders the entire tool inert and useless until the user can spend time to safely vent it. It is a last-resort, tactical decision.
- Requires Physical Touch: The Diagnostic Probe is not a ranged scanner. The user must be able to physically touch the magical-circuit, trap, or ley line-rock, which may put them in a dangerous or vulnerable position (e.g., leaning over a chasm, touching a high-voltage conduit).
Recipe: Artificer’s Resonance Caliper (Model 499)
Description: A masterwork-level recipe to construct a highly-specialized, handheld diagnostic tool. This apparatus is not a traditional magic item, but a complex piece of steam-age technology that translates magical-energy-signatures into readable, physical signals (light, sound, and pressure). It is essential for diagnosing the stability of magic circuits, steam-engines, traps, and ley lines.
Materials Needed:
- Chassis:
- 1x Billet of Shock-Petrified Wood (Must be dense, non-porous, and a magical insulator).
- 1x Sheet of Reinforced Bronze (for the casing and faceplate).
- Probe Assembly:
- 2x Carved, Attuned Obsidian Probe-Tips (must be pure, unflawed obsidian).
- 1x Spool of High-Grade, Insulated Copper Wire.
- Processor Assembly (The “Engine”):
- 1x Set of Masterwork, Miniaturized Brass Gears (clockwork parts of the highest precision).
- 1x Set of Fine, Tempered Steel Springs (for the pressure-plates).
- 2x Thin, Pressure-Sensitive Copper Plates (must be perfectly flat).
- Display Assembly:
- 1x Large, Flawless, Optical-Grade Clear Crystal (must be non-magical, it is a lens).
- 1x Bronze Mounting-Ring (geared, to fit the crystal).
- Fittings and Sealant:
- 1x Set of Fine Bronze Screws and Fittings.
- 1x Jar of Alchemical Insulating Resin (for sealing the chassis).
Tools Required:
- Stonecarver’s Kit: For hollowing out and shaping the petrified-wood chassis.
- Artificer’s Lens/Goggles: For the fine-detail work.
- Steam-Mechanic’s Toolkit (Masterwork): The most critical tool. Required for setting the miniaturized, high-precision gears and pressure-plate springs. A standard Tinker’s kit is not precise enough.
- Artisan’s Kit (Magic Circuitry): For soldering the wires to the obsidian tips and the copper plates.
- Calibration Kit: (Requires 3 “control” items: a Stable power-source (e.g., a small magic-crystal), an Unstable source (e.g., a flickering steam-pipe), and a Critical source (e.g., a primed, overloaded magic-trap)).
Skill Requirements:
- Artisan (Steam-Mechanics/Tinkering): Journeyman Level. Required to build the “processor”—the intricate, clockwork-like gear-system that translates the pressure-plate readings into the crystal’s rotation.
- Artisan (Magic Circuitry): Journeyman Level. Required to craft the obsidian-probes, wire them correctly, and create the sensitive copper-plates that “feel” the resonance.
- Geomancy (Knowledge): Journeyman Level. Required to understand the theory of magical-resonance and, most importantly, to perform the final, complex calibration of the device.
Crafting Steps:
- Chassis Construction: The crafter begins by taking the Shock-Petrified Wood billet and painstakingly carving it out with the Stonecarver’s Kit, creating the “book-sized” hollow chassis that will house the components. This wood is chosen for its powerful insulating properties.
- Processor Assembly (The “Engine”): This is the most complex step. Using the Steam-Mechanic’s Toolkit and Artificer’s Lens, the crafter builds the “engine.” The two Pressure-Sensitive Copper Plates are mounted on the tiny Tempered Steel Springs. Then, the Miniaturized Brass Gears are meticulously assembled to form a “translator”: a gear-train that will physically move in response to the slightest pressure on the copper plates.
- Display Assembly: The Optical-Grade Crystal is set into its Geared Mounting-Ring. This ring is then connected to the end of the processor’s gear-train. The entire purpose of the processor is to rotate this crystal.
- Probe Wiring: The crafter solders the Insulated Copper Wires to the Obsidian Probe-Tips. The other ends of the wires are run into the chassis and soldered to the back of the Pressure-Sensitive Copper Plates.
- Final Assembly: The entire “Processor-Display” assembly is carefully seated inside the petrified-wood chassis. The Bronze Faceplate (with cutouts for the crystal and plates) is fitted, and the Bronze Screws are used to seal it. The Insulating Resin is used to make the chassis watertight and electrically-safe. The device is now physically complete, but “dumb.”
- The Calibration (The “Magic”): The crafter must now teach the Caliper what the signals mean. This requires the Calibration Kit and a successful Geomancy (Knowledge) check.
- Step 1: The crafter uses the Diagnostic Probe on the Stable power-source. They then manually adjust the gear-train’s “zero-point” until the crystal refracts light as a Steady Amber.
- Step 2: The crafter probes the Unstable source. They then manually adjust the spring-tension on the copper-plates until the crystal’s rapid-movement refracts light as a Flickering Yellow.
- Step 3: The crafter very carefully probes the Critical source. They then set the final gear-stop (the “red-line”) so that this level of pressure refracts light as a Pulsing Crimson.
- Failure: A failed Geomancy check. The calibration is wrong. The device will give false-positives (e.g., showing Crimson for a Stable source) or, worse, false-negatives (showing Amber for a Critical source), making it a death-trap.
- Lineage-Specific Result: If this calibration is performed by a Peak-Forged Ascendant, their “shattered” aura is instantly recognized by the device. The Caliper’s gears self-calibrate with a series of loud, rapid clicks, and the Resonance Siphon and Ley Line Triangulation functions are permanently unlocked.
Box that Reads Sickness
(This is a story from the Guild-Fathers, told by a Steam-Tinker. The khipu it was on was… not a good khipu. The knots are… loose. The words are guesses.)
Listen. In the time-of-ash, after the great judging (the Rockfall), the world was a liar. The ground looked solid. The stones looked cold. The new magic-circuits (ley lines?) looked strong. But they were all liars. They were sick. They were shattered. They were full of angry-echoes and breaking-songs.
The Peak-Forged, the children-of-the-crack, they were born in this lie. And their minds were loud with it. Their spirit-ears (Mind’s Eye?) were always screaming, always buzzing with the sick-magic. They were blind-by-too-much-seeing.
There was one. An artisan. We call him “Tinker-Rumi.” His spirit-ear was the loudest. He could not sleep. He could not work. He would stand on a safe-stone, and his spirit-ear would scream “DANGER!” He would stand on a trap-stone (a magical-mine?), and his spirit-ear would scream “DANGER!” It was all… just-DANGER. It was all noise.
“I am useless!” Tinker-Rumi shouted at the Guild-Fathers. “My sense is a liar! It has no-truth! How can I build a steam-engine if I think the boiler is always a bomb? How can I walk the ruin if I think every-stone is a bomb?”
He was a Tinker. A steam-thinker (a mechanic?). He did not trust the feeling. He trusted gears. He trusted copper. He trusted logic. He said, “My spirit-ear is mad. I will build a new-ear. A sane-ear. I will build a truth-box that cannot-lie.”
He went to the scar (the Rockfall). He found a tree-that-was-stone (petrified wood). A Witness-Wood that had heard the great-breaking and had not-broken. “This is my quiet-box,” he said. “This is the insulator.” He found a shard-of-the-shard (obsidian). “This is the finger-that-touches-the-sickness,” he said. “The probe.” He went to his shop. He took his tiniest-gears (clockwork). “This is the brain,” he said. “The logic-that-is-not-mad.” He took his thinnest-copper (copper plates). “This is the skin-that-feels-the-pressure,” he said. He took a crystal-of-ice (a clear crystal). “This is the window,” he said. “This is the voice-that-speaks-the-color.”
He built. He carved the quiet-box. He set the sane-brain-gears. He set the feeling-skin-plates. He set the window-voice-crystal. He wired the sickness-finger-probes to the feeling-skin-plates. It was a box. It was dead.
“Now,” he said, “I must teach the box the truth.” He took the box to the newest-Peakshrine (a temple). He touched the probes to the altar-of-Intayra (the deity). The altar was good. Stable. The feeling-skin-plates felt a good, gentle-pressure. He turned the sane-brain-gears… until the window-voice-crystal glowed with a steady, soft-amber. “This,” he said, “is STABLE. This is TRUTH.”
Then, he went to his own-hand. He touched the probes to his own-skin. His own-magic, the sickness-of-the-surge, flowed. The feeling-skin-plates felt a buzzing, prickly-pressure. An erratic-pressure. He turned the sane-brain-gears… until the window-voice-crystal flickered with a fast, nervous-yellow. “This,” he said, “is UNSTABLE. This is WARNING. This is ME.”
Then, he went to the ruin. To a true-trap. A shattered-node that screamed with the old-magic of the Rockfall. He touched the probes to the trap-stone. The feeling-skin-plates felt a HOT, CRITICAL-PRESSURE. The sane-brain-gears screamed! He set the final-gear-stop… and the window-voice-crystal pulsed with a deep, angry-CRIMSON. “This,” he said, “is OVERLOAD. This is THE-END. This is RUN.”
He was done. He held the truth-box. He went back to the Guild-Fathers. They said, “The boiler is screaming! It will eat the house!” Tinker-Rumi’s spirit-ear screamed, “DANGER!” He ignored it. He put his truth-box (the Caliper) to the boiler. The gears clicked. The window showed… Steady-Amber. “It is not a bomb,” said Tinker-Rumi. “It is stable. The pressure-valve is just… stuck.” He hit the valve with a wrench. The screaming-sound stopped. He was no longer mad. He was a diagnostician.
The Moral of the Story: Do not trust the feeling of the magic; it is a liar. Trust the measure of the magic; it is a truth.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Ley-Resonance Caliper Wondrous Item, Rare (Requires attunement by a creature of the Peak-Forged Ascendant lineage)
This handheld apparatus is a book-sized case of petrified wood and bronze, featuring a large crystal, intricate gears, and two obsidian-tipped probes. To anyone not attuned to it, the device is inert, and its crystal flickers with useless, random colors.
- Attunement: While you are attuned to this caliper, you gain a +1 bonus to your Intelligence score (to a maximum of 20) and a +1 bonus to your Wisdom score (to a maximum of 20).
- Insulated Chassis: You have advantage on saving throws against being shocked or taking damage from any magical trap or circuit you are interacting with.
- Ambient Resonance Meter (Passive): While you are holding the caliper, its crystal passively glows. It shows a steady, soft amber in areas of normal or no magic. It flickers with an erratic yellow if you are within 30 feet of an unstable magical effect (such as a “wild magic” zone, an active magical trap, or a failing steam-engine’s magic-circuit).
- Diagnostic Probe (Action, At Will): As an action, you can touch the caliper’s probes to a single magical object, circuit, trap, or ley line. You instantly learn its:
- Stability: The crystal shows Steady Amber (Stable), Flickering Yellow (Unstable/Surge-Risk), or Pulsing Crimson (Critical Overload/Imminent Detonation).
- Intensity: The gears emit a Low Hum (Cantrip/1st-level), Steady Whir (2nd-3rd), Loud Whine (4th-6th), or Screaming Whine (7th+ or Artifact/Catastrophic).
- Resonance Siphon (1/Day): As an action, if you are using the Diagnostic Probe on a target identified as Pulsing Crimson (Critical Overload), you can activate the siphon. The magical effect or trap is immediately neutralized (as if by Dispel Magic cast at 5th level). The caliper’s crystal goes dark, and all its properties (including stat bonuses) cease to function until the next dawn, when the siphoned energy has been safely vented.
- Ley Line Triangulation: The caliper has 3 charges. As an action, you can expend 1 charge to take a “reading” of a ley line you can sense (e.g., with your Bedrock-Anchor Treads). After you have taken 3 such readings from 3 different locations (at least 100 feet apart), you can make an Intelligence (Arcana) check with advantage. On a success, you learn the precise location, power-level (Intensity), and stability (Amber/Yellow/Crimson) of the ley line’s nearest node within 1 mile. The caliper regains 1d3 expended charges daily at dawn.
Blades in the Dark
The Caliper Special Item, 1 Load
A complex, book-sized device of petrified wood, bronze, and clockwork. Its probes read the “sickness” of the world. It is a masterpiece of your lineage’s craft.
- Lineage-Bound: Requires the Peak-Forged Ascendant heritage. To all others, it is a useless, flickering box of gears.
- Ambient Meter (Passive): The GM will tell you when the Caliper’s crystal flickers yellow, warning you that you are near a source of dangerous, unstable, or occult energy (a trap, a ghost, a failing engine).
- Diagnostic Probe (Action): When you Study or Tinker with a magical trap, steam-engine, spirit-ward, or ley line, you use the Caliper. You get a clear, diagnostic reading (Amber/Yellow/Crimson). You gain +1 Effect to your roll. On a 6, you can ask a complex question: “Is it about to explode?” “How is this powered?” “What is the true nature of this magic?”
- Resonance Siphon (1/Score): When you use the Diagnostic Probe and the GM tells you the reading is Crimson (Critical Overload), you can suffer 2 Stress to activate the siphon. The trap or magical effect is instantly neutralized. The Caliper is now Full and cannot be used for the rest of the score.
- Ley Line Triangulation: This is a Long-Term Project (e.g., 6-clock) to “Map the District’s Ley Lines.” When you perform a Downtime Action to work on this project, you can use the Caliper. The GM will tell you what kind of obstacle you are facing (e.g., “The readings are chaotic,” “A rival is draining the line”).
Call of Cthulhu (7th Edition)
Ley-Resonance Caliper (Apparatus 499) Artifact (Esoteric Technology)
A handheld, book-sized device of petrified wood and bronze, with a large crystal, clockwork, and two obsidian-tipped probes. It is a post-cataclysm (Rockfall) diagnostic tool.
- SAN Cost: Identifying the Caliper as a tool to read the chaotic, “mad” energies of shattered ley lines costs 0/1d2 SAN.
- Lineage-Bound: Can only be used by an Investigator with the Peak-Forged Ascendant background. To all others, the readings are chaotic, and attempting to use it costs 1 SAN as the Screaming Whine (Crimson) reading triggers, regardless of the target.
- Passive (Ambient Meter): The crystal glows Flickering Yellow when the Investigator is within 10 yards of a source of POW-based magic, a Mythos entity, or an active magical trap. This grants a Bonus Die (one 10-sided die) on Spot Hidden or Listen rolls to notice such threats.
- Active (Diagnostic Probe): As an action, the user can press the probes to an object, circuit, or trap. The user must make a Hard Electrical Repair (for circuits/traps) or Hard Occult (for ley lines/artifacts) roll.
- Success: The user gets a clear, color-coded reading (Amber, Yellow, Crimson) and a general intensity (from Low to Catastrophic). This provides a Bonus Die to their next skill roll (e.g., Mechanical Repair, Locksmith, Cthulhu Mythos) to interact with that target.
- Failure: The feedback is chaotic. The Caliper gives a false reading (e.g., shows Amber for a Crimson threat).
- Fumble: The user is “zapped” by the feedback. Takes 1d3 physical damage and 1 SAN loss.
- Active (Resonance Siphon – 1/Day): When probing a Crimson (Critical) magical trap, the user can spend 4 Magic Points and 1 SAN to siphon it. The trap is neutralized. The Caliper’s crystal goes dark and it is inert for 24 hours.
- Active (Ley Line Triangulation – 1/Day): By spending 30 minutes and making 3 successful Hard Occult rolls (from 3 different locations), the user can pinpoint the location, power, and stability of a ley line. This process is draining and costs 1d4 SAN.
Knave (2nd Edition)
Resonance Caliper Tool (Relic)
- Inventory Slots: 1 (Worn, occupies a “Tool” slot).
- Relic: This item is magical and cannot be repaired by mundane means.
- Lineage-Bound: Can only be used by a character with the Peak-Forged Ascendant Virtue. To all others, the crystal flickers meaninglessly.
- Attunement (Lineage-Bound): You gain a +2 bonus to your INT defense and a +1 bonus to your WIS defense.
- Passive (Ambient Meter): The Caliper’s crystal glows flickering yellow when you are within 60ft of an active magical trap or an unstable, high-energy magical effect.
- Passive (Insulated): You have advantage on CON saves vs. damage from magical traps or circuits you are currently touching or interacting with.
- Active (Diagnostic Probe – At Will): As an action, you can touch the probes to an object, creature, or magical effect. You learn its general stability (Stable, Unstable/Surge, or Critical/Overload) and its intensity (Low, Medium, High, Catastrophic).
- Active (Resonance Siphon – Daily): Once per day, as an action, if you are using Diagnostic Probe on a Critical/Overload magical trap or circuit, you can drain it. The trap is disarmed. The Caliper’s crystal goes dark, and all its abilities (including stat-bonuses) cease to function until the next morning.
- Active (Ley Line Triangulation – 3/Day): Three times per day, as an action, you can use the Caliper to triangulate. You learn the direction and approximate distance (e.g., ‘within 100ft’, ‘within a mile’, ‘very far’) of the nearest unstable or shattered ley line.
Fate (Fate Core)
Caliper of the Shattered Ley A complex, handheld device of petrified wood, bronze, and clockwork.
This item is represented by a core Item Aspect and several Stunts, which are only fully available to a character with a related Lineage Aspect.
Item Aspect: Portable Ley-Resonance Caliper You can Invoke this Aspect for a +2 or a reroll when:
- You are Overcoming a magical trap or circuit by diagnosing it.
- You are Creating an Advantage by analyzing a steam-engine’s stability or a ley line’s power.
- You are Noticing a hidden magical trap or unstable energy source.
An enemy can Compel this Aspect (for a Fate Point) when:
- The Flickering Yellow of the ambient meter distracts you, causing you to focus on a minor magical threat while missing the mundane one (like a guard’s club).
- The device gives a Pulsing Crimson reading, forcing you to hesitate or fall back when you needed to be bold.
- The device is Lineage-Bound, and a foe (or ally) picks it up, revealing it as a useless, non-functional box of gears to them.
Lineage-Bound: All the following Stunts are only active for a character with the Peak-Forged Ascendant Aspect.
Stunts:
- Ambient Resonance Meter: Because the Caliper passively reads the environment, you gain a +2 bonus to Notice rolls made to detect hidden magical traps, active magic circuits, or areas of unstable, “wild” magic.
- Diagnostic Probe: When you use the Caliper to Investigate (Create an Advantage) a magical object, circuit, or ley line, you get a perfect reading. On a successful roll, you create a Situation Aspect (e.g., Stable Power Source, Erratic Steam-Circuit, or Critical Overload!) with two free invocations instead of one.
- Resonance Siphon: (Requires Peak-Forged Ascendant Aspect) Once per session, when you are in the same zone as a magical trap or circuit that has the Critical Overload! Aspect, you can activate the siphon. You automatically succeed at an Overcome roll to neutralize the trap. The Caliper’s Aspect then changes to Siphoned and Inert (it provides no further benefits) for the rest of the scene or until you have a chance to safely discharge it.
- Ley Line Triangulation: (Requires Peak-Forged Ascendant Aspect) Once per session, you may spend a Fate Point to ask the GM, “What is the precise location, stability, and power level of the nearest ley line?” The GM must answer you truthfully.
(Note: The +3 Intellect / +1 Wisdom is represented in Fate by the powerful, knowledge- and perception-based +2 Stunts, which are high bonuses).
Numenera & Cypher System
Ley-Resonance Caliper Level: 6 Form: A handheld, book-sized device of petrified wood, bronze, and clockwork with two obsidian-tipped probes. Artifact
Lineage-Bound: This artifact is keyed to the Peak-Forged Ascendant Descriptor. If the user does not have this descriptor, the Caliper’s crystal flickers with random, meaningless colors, and it is inert.
Effect (Passive, Attuned):
- Archivist’s Mind: The Caliper’s complex, analytical nature attunes to the user. The user gains +1 to their Intellect Pool and +1 to their Intellect Edge.
- Ambient Resonance Meter: The Caliper’s crystal flickers yellow when within a short distance of an active, unstable magical, psionic, or Numenera-based effect (e.g., a trap, a failing device). All tasks to perceive or spot such dangers are eased by one step.
- Insulated Chassis: All tasks made to resist damage (especially Intellect or Speed damage) from a magical or energy-based backlash (e.g., from a failed check to disable a device) are eased by one step.
Effect (Action, Diagnostic Probe):
- The wearer touches the probes to an object, circuit, or phenomenon. They make an Intellect-based task (Difficulty 3) to scan it. On a success, they learn its Stability (Stable, Unstable, Critical/Overload) and its Intensity (Level 1-3, 4-6, 7+). This is eased by one step.
Effect (Action, Resonance Siphon):
- Can only be used on a target identified as Critical/Overload. The wearer makes an Intellect-based task (Difficulty 6, or the Level of the effect) to siphon it. On a success, the trap or effect is neutralized. The Caliper then becomes Full and Inert, and all its properties (including passives and stat-bonuses) cease to function until the wearer’s next 10-hour recovery roll.
Effect (Action, Ley Line Triangulation):
- The wearer must spend 1 minute taking three readings from three different points (at least a short distance apart). After the third, they make an Intellect-based task (Difficulty 4). On a success, they learn the precise location, Level, and Stability of the nearest ley line or similar energy-node within 1 mile.
Depletion: 1 on a d20 (Check when Resonance Siphon or Ley Line Triangulation is used. If the Siphon is used, it also goes inert regardless of the depletion roll).
Pathfinder (2nd Edition)
Ley-Resonance Caliper Item 5 [Rare] [Divination] [Magical] [Qosqo-Pacha] Prerequisites: You must have the Peak-Forged Ascendant heritage to invest this item. Usage: Held in 1 hand; Bulk: L
This handheld apparatus is a book-sized case of petrified wood and bronze, featuring a large crystal, intricate gears, and two obsidian-tipped probes. It is inert unless invested by a creature of the correct lineage.
Invested (Passive):
- Archivist’s Acumen: The Caliper’s complex, diagnostic nature sharpens your mind. You gain a +1 item bonus to your Intelligence and Wisdom ability scores. (Note: This is exceptionally powerful for a Level 5 item, reflecting its Tier 1 status and strong lore. A GM may wish to change this to a +1 item bonus to Arcana, Crafting, and Perception checks instead).
- Ambient Resonance Meter: The Caliper’s crystal flickers yellow when you are within 30 feet of an active magical trap or an unstable magic circuit.
- Insulated Chassis: You gain a +2 circumstance bonus to all saving throws against effects that originate from a magical trap or circuit you are physically interacting with (e.g., attempting to Disable Device).
Activation [one-action] (Divination, Interact, Magical) Diagnostic Probe
- Frequency: At-Will
- Effect: You press the Caliper’s probes to a single magical circuit, trap, object, or ley line. You learn its Stability (Stable, Unstable/Hazardous, or Critical/Overload) and its Power (a general sense of its magical potency—Low, Medium, High, or Catastrophic). This provides the same information as a successful Recall Knowledge for this purpose.
Activation [reaction] (Abjuration, Magical, Manipulate) Resonance Siphon
- Frequency: Once per day
- Trigger: You use Diagnostic Probe on a magical trap and the reading is Critical/Overload.
- Effect: You activate the siphon. The Caliper casts a 3rd-level Dispel Magic (Counteract DC 19) against the trap. If you succeed, the trap is disarmed. Whether you succeed or fail, the Caliper immediately becomes Inert, and all its properties (including stat bonuses and passives) are suppressed until your next daily preparations.
Activation [one-minute] (Divination, Magical, Manipulate) Ley Line Triangulation
- Frequency: Three times per day
- Effect: You spend one minute taking three readings from three different locations (at least 30 feet apart). At the end of this minute, you automatically Recall Knowledge (Arcana) with a Success (or a Critical Success if you beat the DC by 10) to determine the precise location, power, and stability of the nearest ley line node within 1 mile.
Savage Worlds (Adventure Edition)
Ley-Resonance Caliper Magic Item
Weight: 4 Notes: Magic, Lineage-Bound (requires Peak-Forged Ascendant Lineage Edge). This item is inert and gives false readings to all other users.
Powers (Lineage-Bound):
- Archivist’s Mind (Passive): The Caliper’s complex, analytical nature attunes to the wearer. The wearer gains a one-die increase to their Smarts attribute and a +1 bonus to their Spirit attribute (max d12 for both).
- Ambient Resonance Meter (Passive): The Caliper flickers yellow when the wielder is within a Large Burst Template of an active magical trap or unstable power source. This provides a +2 bonus to Notice rolls to detect such threats.
- Insulated Chassis (Passive): The wielder gains Armor +4 against damage originating only from magical traps or circuit-backlash (e.g., from a Critical Failure on a Thievery or Repair roll on a magical device).
- Diagnostic Probe (Action, At-Will): The wielder can make a Repair (for steam-tech/circuits) or Occult (for ley lines/traps) roll. This roll is made at +2.
- Success: The wielder learns the Stability (Stable, Unstable, Critical/Overload) and Intensity (Low, Medium, High) of the target.
- Raise: They also learn how to exploit or disarm it (gaining a +2 on their next roll to do so).
- Resonance Siphon (Action, 1/Day):
- Trigger: Can only be used on a target identified as Critical/Overload.
- Effect: The wielder makes an Occult roll at -2. On a success, the magical trap or effect is instantly Negated (as per the Power). On a failure, the Caliper is overwhelmed. On a success or failure, the Caliper goes dark and is unusable (losing all bonuses) for 24 hours.
- Ley Line Triangulation (Action):
- Frequency: 3/Day
- Effect: The wielder can make a Notice roll at -2.
- Success: They learn the direction and stability (Stable, Unstable, etc.) of the nearest ley line within one mile.
- Raise: They also learn its precise location and intensity (Low, Medium, etc.).
Shadowrun (6th Edition)
PFA-Attuned Resonance Caliper Magical Focus (Tool) / Scientific Instrument
This book-sized device of petrified wood, bronze, and intricate clockwork is a highly specialized sensor. Its obsidian-tipped probes are designed to “read” the stability of magical energy.
- Rating: Focus Rating 5
- Attunement (Bonding): Requires bonding as a Focus (5 Karma).
- Availability: 18F
- Cost: 45,000 Nuyen
- Lineage-Bound: This Focus can only be bonded by a character with the (custom) Peak-Forged Ascendant Quality. To all others, it is inert, and its crystal flickers with random, meaningless Crimson (Critical) readings, making it useless and dangerous.
- Powers (Bonded & Lineage-Bound):
- Archivist’s Mind (Passive): The Caliper’s complex, analytical nature attunes to the wearer. The wearer gains 1 bonus Edge on all Logic and Intuition-based tests. (This represents the +3 INT / +1 WIS).
- Ambient Resonance Meter (Passive): The Caliper’s crystal flickers yellow when the wielder is within 20 meters of an active magical trap, an unstable Focus, or a high-Force spirit. The wearer gains +2 dice on all Perception (Intuition) tests to notice such magical threats.
- Insulated Chassis (Passive): The petrified-wood chassis is a perfect magical ground. The wielder gains 3 bonus dice on any Defense Test made to resist Drain, Biofeedback, or Damage from a magical trap or circuit they are physically interacting with.
- Diagnostic Probe (Complex Action): The wielder uses the probes on a magical source (Focus, Spell, Trap, Circuit, Ley Line). Make an Assensing + Intuition [Rating 5] test.
- Hits 1-2: Stability (Amber/Yellow/Crimson)
- Hits 3-4: Stability + Intensity (Force 1-4, 5-8, 9+)
- Hits 5+: Stability + Intensity + Nature (e.g., “Illusion trap,” “Combat-spell conduit,” “Geomantic”).
- Resonance Siphon (1/Day): As a Complex Action, if the wielder is probing a Crimson (Critical) magical trap, they can attempt a siphon. Make an Assensing + Magic [Rating 5] test. The hits from this test are used as a Counterspelling dice pool to immediately negate the trap. If successful, the Caliper is Drained and all its abilities (including passives) are inert for 24 hours.
- Ley Line Triangulation (3/Day): As a Complex Action, the wielder can expend one charge to take a ‘reading.’ After taking 3 readings from 3 different locations (at least 20m apart), the wielder may make an Assensing + Logic [Rating 5] test to learn the precise location, Force, and Stability of the nearest ley line within 1 kilometer.
Starfinder (1st Edition)
Caliper of the Shattered Node Hybrid Item (Worn Item)
Level: 6 Price: 4,500 credits Bulk: L
This handheld, book-sized device of petrified wood and bronze features a large crystal, intricate gears, and two obsidian-tipped probes. It is a highly specialized diagnostic tool.
- Lineage-Bound (Peak-Forged Ascendant Species): This item’s full power can only be accessed by a creature of this species. An attuned wielder gains the following:
- Stat Attunement: You gain a +2 insight bonus to your Intelligence score and a +1 insight bonus to your Wisdom score.
- Ambient Resonance Meter (Passive): The Caliper’s crystal flickers yellow when you are within 30 feet of an active magical trap or unstable magic/tech device (e.g., a failing engine). You gain a +4 circumstance bonus on Perception checks to notice such threats.
- Insulated Chassis (Passive): You gain a +2 circumstance bonus on all saving throws against effects that originate from a magical or technological trap/circuit you are physically interacting with.
- Diagnostic Probe (Standard Action, At-Will): You can use the Caliper’s probes on a single magical or technological item, circuit, or trap. You can make a Mysticism (for magic) or Engineering (for tech) check with a +4 insight bonus.
- On Success: You learn its Stability (Stable, Unstable, Critical) and Intensity (based on its Item Level or CR—e.g., 1-4, 5-9, 10+).
- Resonance Siphon (1/Day): As a Standard Action, if you are probing a magical trap identified as Critical, you can attempt to siphon it. This acts as a targeted Dispel Magic (caster level 7th) against the trap. If successful, the trap is neutralized. Regardless of success or failure, the Caliper becomes Inert, and all its properties (including stat bonuses) cease to function for 24 hours.
- Ley Line Triangulation (3/Day): As a Full Action, you can expend one charge to take a ‘reading.’ After taking 3 readings from 3 different locations (at least 100 ft. apart), you learn the precise direction, distance, and stability of the nearest ley line or magical node within 1 mile.
Traveller (Mongoose 2nd Edition)
‘Ascendant’ Resonance Caliper (Artifact) Magical Artifact (Diagnostic Tool)
This is a book-sized, TL 5 artifact of petrified wood and bronze. Its intricate gear-work and crystal display are designed to measure esoteric energies (magic, psionics) that standard (TL 15) sensors cannot.
- Tech Level: 5 (Artifact)
- Mass: 1 kg
- Cost: Cr 80,000 (Artifact Price)
- Qualities: Lineage-Bound, Magical, Sensor
- Lineage-Bound (Peak-Forged Ascendant Trait): This device is keyed to a specific genetic/psionic marker. To any other user, it is inert and gives false, chaotic readings. An attuned wielder gains:
- Attunement: The wielder gains DM+1 to their INT Characteristic and DM+1 to their EDU Characteristic.
- Ambient Resonance Meter (Passive): The Caliper’s crystal flickers yellow when the wielder is within 10m of an active (and unstable) magical or psionic source. The wielder gains DM+2 on all Recon (Search) checks to notice such threats.
- Insulated Chassis (Passive): The wielder gains DM+4 on any Endurance check made to resist damage/effects from a failed check on an energy-system (e.g., a failed Engineer or Psionics roll).
- Diagnostic Probe (Significant Action, At-Will): The wielder can probe an energy source. They make an Engineer (Computers) (for tech) or Psionics (Awareness) (for magic/psionics) check. This check is made at DM+2.
- On Success (8+): They learn the Stability (Stable, Unstable, Critical) and Intensity (Low, Medium, High).
- Resonance Siphon (1/Day): As a Significant Action, if probing a Critical target, the wielder can attempt a siphon. They must make a Psionics (Telepathy) or Engineer check (Difficulty 10+). On a success, the trap/effect is neutralized. The Caliper then goes inert (losing all bonuses) for 24 hours.
- Ley Line Triangulation (3/Day): As a Significant Action, the wielder expends a charge to take a reading. After taking 3 readings from 3 locations (at least 20m apart), they make an Astrogation or Psionics check (Difficulty 8+). On a success, they learn the precise vector, power, and stability of the nearest energy-line/node within 10 km.
Warhammer Fantasy Roleplay (4th Edition)
Caliper of the Shattered Wind Magical Item (Artisan’s Tool)
A complex, book-sized device of petrified wood and bronze, filled with intricate, whirring clockwork. Its obsidian probes seem to “taste” the Aethyr.
- ENC: 30
- Availability: Unique
- Qualities: Magical, Lineage-Bound, Tool
- Lineage-Bound (Peak-Forged Ascendant Bloodline): This item is keyed to a specific bloodline. To all others, it is inert and Dangerous, inflicting 1 Corruption Point if they attempt to attune to it (as it shows all magic as Crimson/Overload).
- Powers (Lineage-Bound):
- Attunement: An attuned wielder gains +10 to their Intelligence and +5 to their Willpower Characteristics.
- Ambient Resonance Meter (Passive): The Caliper’s crystal flickers yellow when the wielder is within 10 yards of a significant magical effect (e.g., an active trap, a bound daemon, or a high-concentration of Dhar). The wielder gains a +10 bonus to all Perception Tests to notice such threats.
- Insulated Chassis (Passive): The wielder gains a +20 bonus to all Cool Tests made to resist fear or damage from a magical backlash (e.g., from a Fumble on a Channelling or Dispel Test) if they are interacting with its source.
- Diagnostic Probe (Action, At-Will): As an Action, the wielder can probe a magical source. They make a Channelling (Aethyr) or Trade (Engineer) Test (as appropriate). This Test is made at Average (+20).
- On Success: They learn the Stability (Stable, Unstable, Overload) and Intensity (Minor, Potent, Catastrophic). Success also grants them a +1 SL bonus (added after the roll) to their next Test to interact with that source (e.g., Dispel, Trade (Engineer) to disarm).
- Resonance Siphon (1/Day): As an Action, if probing an Overload-level trap, the wielder can attempt a siphon. They make an Opposed Channelling (Aethyr) Test against the trap’s Intensity (SL). On a success, the trap is neutralized. On a failure, the Caliper shatters and is destroyed. Regardless of the outcome, the Caliper (if it survives) goes inert (losing all bonuses) until the next sunrise.
- Ley Line Triangulation (3/Day): As a Full Action, the wielder can expend a charge to make a Channelling (Geomancy) Test to “triangulate.” After 3 such successful Tests, they learn the precise location, Wind, and stability of the nearest Waystone or Ley Line within one mile.
