Ocular Focus of the Overwhelming Truth 3847

From: Insect 819 of the Chromatic Agony Bite

Ingredients:

  • Four pristine Luminescent False-Petal Membranes separated surgically from the raptorial forelegs.
  • One meticulously polished glass lens crafted within the steam-powered factories of the metropolises.
  • Exactly two electrum coins, melted to form a precise circular binding wire.
  • A small magic crystal functioning as a localized battery for spell energy.

Preparation:

  • Position the polished glass lens over a gentle vent of steam derived strictly from elemental water and fire, ensuring the glass reaches a state of minor pliability without shattering.
  • Carefully layer the four pristine Luminescent False-Petal Membranes across the convex surface of the lens, strictly aligning their natural magical luminescence to properly filter incoming visual light and ultraviolet spectrums.
  • Pour the molten electrum around the outer edge of the lens to permanently seal the fragile membranes to the glass, forming a rigid wire frame that can be fitted perfectly to an eye monocle or spectacles worn on the head slot.
  • Connect the small magic crystal to the electrum wire, completing the magic circuit and initiating the active identifying properties of the newly crafted ocular device.
  • When worn, this specific item allows the possessor to utilize an action to concentrate for a few minutes to dive deeper into the hidden stats of creatures or decipher abstract concepts without suffering immediate mental overwhelm from chaotic, overlapping biological markers.

The Lore of the Ocular Focus

The historical lineage of the Ocular Focus of the Overwhelming Truth is a direct affront to the natural secrecy of the seventy-three island countries. In the ancient eras, before the current tier systems were strictly enforced by the gods, scholars observed that the Insect 819 could navigate the most chaotic magical storms by filtering the “noise” of raw mana through its petal-like membranes. This recipe was born from an obsessive desire to replicate that clarity for the human mind.

For a tier one avatar, whose mental capacity is often a singular, fragile conduit, the lore describes this monocle as a “Sanity Anchor.” Without it, the active activation of the Mind’s Eye on higher-tier creatures often results in the avatar’s consciousness fragmenting—a literal mental affront where the brain attempts to process a thousand years of biological data in six seconds. The Ocular Focus acts as a biological sieve, utilizing the predatory instincts of the insect to “hunt” for the truth while discarding the distracting magical static. It is rumored that the first engineer to craft the 3847 variant did so because he was tired of his apprentices vaporizing into sparks simply by looking too closely at an ancient steam-engine’s magic storage battery.

Appearance of the Results

To a tier one avatar holding this completed item, the results appear as a hauntingly beautiful fusion of industrial precision and feral biology:

  • The Lens: The glass is no longer transparent but possesses a deep, shifting hue of iridescent pink and violet. When tilted, the four layered membranes create a “depth” effect, making it look as though a tiny, unblinking orchid-eye is trapped within the glass.
  • The Binding: The electrum wire glows with a steady, pale gold-and-silver light, humming with the vibration of the completed magic circuit. It is etched with microscopic gears, a nod to the metropolitan factories of its origin.
  • The Crystal: Mounted to the side, the magic crystal pulses like a slow heartbeat. When the avatar wears it, the crystal’s light turns a sharp emerald green, indicating it is feeding on the localized magic flow to sustain the active identifying properties.
  • The Overlay: When peered through, the world takes on a sharp, hyper-realistic ultraviolet tint. Magic currents appear as glowing veins of light, and the “hidden stats” of the world manifest as floating, translucent symbols that do not flicker or overlap, providing a stabilized feed directly to the avatar’s thoughts.

Cost

In the strictly governed economies of the walled towns, this item is a significant investment for a tier one possessor:

  • Standard Market Price: Exactly 45 Electrum coins (equivalent to 450 Silver or 4.5 Gold).
  • Sellers’ Market Variation: Due to the “buyer beware” nature of the islands, a merchant may demand 5 Gold coins if the supply of pristine insect membranes is low due to recent swarm migrations.
  • Repair/Recharge: If the magic crystal battery is depleted, a recharge costs 20 Silver at any metropolitan steam-foundry.

Tags

Ocular, Identifying, Head-Slot, Tier-1, Metropolitan-Tech, Bio-Magical, Stabilizing, Detection, Fragile, Electrum, Ultraviolet, Analytic, Chronoptic, Filtered, Scholarly, Psyche-Shield, Optical, Resonant, Precise, Truth-Seeker, Arcane-Interface

How it is Served or Offered

Because of the Ocular Focus’s delicate nature and the high value of its ingredients, it is never offered in a common street stall.

  • The Presentation: It is typically served within a padded box made of badger-fur and polished dark-wood to prevent any kinetic shock from shattering the pliable glass.
  • The Ritual of Handover: The merchant will insist the avatar performs the active activation immediately upon purchase. They will place a complex, low-tier puzzle-box on the counter and watch as the avatar uses the monocle to “see” the internal mechanics.
  • The Warning: The seller will always offer a final, somber reminder: “It filters the truth, but it does not make the truth any kinder.” The item is handed over only once the electrum wire has been adjusted to the avatar’s specific head-shape, ensuring it occupies the head slot without interfering with other attuned items.

Perception of Sight

  • What is perceived: Hyper-focused ultraviolet highlighting, distinct numerical auras, and the “True-Form” of biological matter.
  • Description: Upon the active activation of the Focus, the world is instantly drained of standard color and replaced with a monochromatic indigo field. In this field, magical conduits and biological weak points glow with a sharp, vibrant neon-pink. The layered membranes filter the “static” of reality, allowing the avatar to see through mundane disguises or illusory magic.
  • Positives: The avatar can clearly read the health points and mana thresholds of targets, and hidden objects (such as trap triggers or secret compartments) pulsate with a rhythmic light.
  • Negatives: The extreme visual filtration causes a total loss of depth perception for non-magical objects. The avatar may easily trip over a common stone or miss a physical doorway because the Focus treats “normal” matter as irrelevant background noise.

Perception of Hearing

  • What is perceived: The “Hum of the Script” and the rhythmic clicking of internal gears.
  • Description: While primarily an optical tool, the Ocular Focus translates the visual data it processes into a low-frequency auditory hum. As the avatar concentrates on a complex object, the hum shifts in pitch, harmonizing when the truth is reached. The electrum binding also emits a soft, mechanical clicking, like a rapid clockwork engine.
  • Positives: The pitch of the hum acts as a sonar for danger; a discordant, screeching tone indicates a high-tier threat or a fatal magical trap.
  • Negatives: The constant auditory input masks the sounds of the environment. The avatar is virtually deaf to whispers, distant footfalls, or the subtle rustle of a predator in the undergrowth while the Focus is active.

Perception of Smell

  • What is perceived: The scent of scorched ozone and ancient, dried nectar.
  • Description: The ritual use of the magic crystal battery generates a localized ozone scent, common to high-energy steam foundries. Simultaneously, the heat from the avatar’s face warms the insect membranes, releasing a faint, cloyingly sweet aroma of orchid nectar that seems to bypass the nose and settle directly in the back of the throat.
  • Positives: The sweet scent acts as a biological sedative, keeping the avatar’s heart rate steady while they witness potentially horrifying or overwhelming truths.
  • Negatives: The cloying sweetness is addictive and can cause minor olfactory hallucinations. Prolonged use makes the avatar “scent-blind” to the smell of smoke, poison gas, or the musky pheromones of approaching feral creatures.

Perception of Taste

  • What is perceived: A sharp, metallic copper tang and the bitterness of cold ash.
  • Description: Due to the electrum wire’s proximity to the skin and its role as a conduit, a faint galvanic current travels through the avatar’s cheek and jaw. This results in a persistent “tin-can” taste on the tongue, accompanied by a dry, ash-like sensation in the mouth.
  • Positives: The sharp metallic taste keeps the avatar grounded in their physical body, preventing their consciousness from drifting too far into the abstract magical streams they are observing.
  • Negatives: The bitterness can cause involuntary gagging or a dry cough, which can be dangerous when trying to remain silent in an unsafe area.

Perception of Touch

  • What is perceived: A rhythmic pulsing against the temple and a localized temperature drop around the eye.
  • Description: The Focus vibrates in sync with the avatar’s heartbeat. Paradoxically, while the membranes are warmed by the skin, the glass itself feels unnaturally cold—as if the eye is pressed against a block of elemental ice.
  • Positives: The cold sensation prevents the eye from straining during long periods of concentration, allowing the avatar to focus for several minutes without blinking.
  • Negatives: When the device is removed, the sudden return of warmth causes a “thermal shock,” resulting in a temporary, throbbing headache and a weeping eye.

Extra-Sensory Perception: Linear Statistical Stream

  • What is perceived: Numerical and categorical data floating in the field of vision.
  • Description: This is the primary function of the 3847 variant. It translates the chaotic “vibe” of a creature into rigid stats: Tier, Health, Mana, and Resistance. These numbers do not overlap but scroll in a clean, vertical stream.
  • Positives: It removes the guesswork from combat and exploration. A tier one avatar can immediately see if a creature is an “Apex” threat before engaging.
  • Negatives: The “Buyer Beware” nature of the item means that if the target is more than two tiers above the avatar, the numbers might appear in a corrupted, ancient script that requires a separate translation check.

Extra-Sensory Perception: Echo of the Hunter

  • What is perceived: A predatory “tug” toward weak points.
  • Description: The avatar feels an instinctual, non-verbal pull toward the most vulnerable part of whatever they are looking at. This is a lingering shadow of the Mantis/Wasp predatory drive stored in the membranes.
  • Positives: Grants a temporary bonus to “Identify Weakness” tasks, allowing the avatar to find the single rusted gear or the thin patch of scales that will deal the most damage.
  • Negatives: This predatory instinct is an affront to the avatar’s own morality. For a few minutes after use, the avatar may feel a disturbing, feral hunger or a cold, unfeeling detachment toward living creatures.

The Ocular Focus of the Overwhelming Truth 3847 does more than merely filter light; it captures and processes the raw, predatory data-streams of Saṃsāra. These processes generate specific metaphysical “residues” that can be shunted into the localized magic circuits of an attuned item—such as a ring, a leather bracer, or the Focus itself.

By spending an action to draw upon these stored reserves, a tier one avatar can manifest the following temporary enhancements. These effects remain dormant within the attuned item indefinitely but, once activated, last for a duration of exactly 20 minutes, mirroring the biological digestion cycle of the original insect.

Derived Enhancements

  • The Predator’s Intent (Buff): The avatar’s consciousness is flooded with the cold, mathematical precision of the jewel wasp. For the duration, the avatar gains a +4 bonus to all Perception and Investigation tasks. They can “see” the air currents and heat signatures of hidden enemies, making it nearly impossible for a foe to gain a surprise advantage. This buff effectively negates any penalties from “Unsafe Areas” regarding the detection of traps or hidden monstrosities.
  • Weak-Point Calibration (Ability): The stored data within the attuned item allows the avatar to “lock on” to a single target’s structural or biological flaw. Once activated, the avatar’s next physical or magical attack ignores the target’s natural armor or magical resistances. If the target is a mechanical construct, this ability identifies the singular rusted shaft or loose gear, dealing double damage upon a successful strike.
  • Ultraviolet Ghosting (Enhancement): The avatar’s physical form vibrates at a frequency dictated by the insect membranes, causing them to appear “blurry” or shifted to the naked eye. This grants a temporary increase to the avatar’s Armor Class by +2 as they partially phase into the ultraviolet spectrum. While this is active, the avatar can see perfectly in absolute, non-magical darkness as if it were bright daylight.
  • The Overwhelming Truth-Flare (Attack): The avatar can choose to “burn” the stored sensory data in a single, violent discharge. By expending the stored charge as an action, the attuned item emits a cone of strobe-like, multi-chromatic light. Any creature caught in the flare must pass a mental resistance check or suffer the Mental Overwhelm debuff, rendering them stunned and unable to take actions for one round as their brain attempts to process a sudden, unfiltered dump of raw statistical data.

Storage and Duration Mechanics

These buffs are high-tier data-streams and act as an affront to the standard limitations of a tier one mind. Therefore, the following rules apply:

  1. Attunement Capture: To store these effects, the avatar must have the Ocular Focus equipped during a successful “Active Identification” of a creature. The “excess data” is then transferred to an attuned item worn by the avatar.
  2. Activation: Triggering any of these effects requires a standard Action. The avatar must focus their thought-power through the physical conduit of the item.
  3. Persistence: Once triggered, the effect lasts for 20 minutes. During this time, the item glows with a faint, pulsing violet light.
  4. Limitation: An attuned item can only hold one such enhancement at a time. Attempting to store a second effect without expending the first results in a “Static Discharge,” dealing 1d6 mental damage to the avatar and emptying the storage circuit.

Eye-That-Does-Not-Blink and Great Noise of Truth

It is written in the carvings of the deep-down-places, moved into the mouth-sounds of the ancient-before-time, that the walkers of the secondary spirits did seek the truth that hides. They were the avatars, the snatchers of the physical meat who hold the memories of the multiple worlds. They walked upon the islands where the steam-gods breathe and the metal gears turn the sky. In those times, the truth was a chaotic noise, a magical affront that would melt the brain-flesh of any who looked with the naked eye.

The walkers were of the first tier, commanding the one hundred percent of the single host-soul. They came to the city of the high-smoke, where the steam-power is born from the elemental fire and the elemental water. They went to the factories of the metal-smiths to seek the polished glass of the metropolis. Because the world is a market of the seller, and the rule of the buyer-beware is the only rule, they traded the coins of the gold and the silver. There is no set price for the glass of the metropolitan factory, for the price is the whim of the greedy merchant.

They sought the items of the recipe 3847. To the jungles of the deep shadows they went, where the Insect 819 sits upon the false-petal. One walker, who was called the Seer-of-Static, reached for the raptorial arms of the beast. He used the surgical knife of the cold steel to peel the luminescent membranes. He took exactly four, for the five is a number of the madness and the three is a number of the blindness. He also took the coins of the electrum, which are the silver-gold-mix, and a magic crystal that hums with the localized magic flow.

They sat in the unsafe area, where the armor of the class for all the walkers is cut in the exact half by the physics of the world. They were tired and their health-points were low from the thorns of the jungle. They did a resting of the short time. The ancient translated skins scream the warning: the avatars gain the absolute nothing from a short rest. Their health remained broken. Their mana-boosts were empty.

The Seer-of-Static began the preparation. He built the vent of the steam from the elemental water. He held the glass lens in the hot-breath until the glass became the minor pliability. He layered the four membranes. He poured the molten electrum, the silver-gold-mix, to make the circular wire of the binding. He connected the crystal battery. The magic circuit became the completed circuit. The lens turned the iridescent pink of the orchid-affront.

Suddenly, a Great Beast of the tenth tier stepped from the trees. Its stats were a mountain of the overlapping noise, a visual affront to the logic of the universe. The other walkers looked with the passive activation of the eye of the mind and their brains began to fragment into the sparks of the mental overwhelm. But the Seer-of-Static put the Ocular Focus to his head-slot. He took the action to concentrate for the minutes.

The iridescence of the lens filtered the noise. The Seer-of-Static did not see the chaos; he saw the True-Form. He saw the numbers of the health and the numbers of the mana as a vertical stream that did not flicker. He saw the hidden gear of the world that was the weakness. He saw that the Great Beast was not a beast of the meat, but a mechanical construct of the ancient gear-turners.

He used the ability of the Weak-Point Calibration stored in his attuned item. He struck the single rusted shaft. The Great Beast shattered into the alchemical slag. But the Seer-of-Static could not stop looking. The sweet scent of the orchid nectar filled his throat. The coldness of the glass froze his eye-meat. He became addicted to the Overwhelming Truth. He forgot to watch the ground of the physical world. He tripped upon a common stone of the non-magical type and fell into the deep-pit, for the Focus had treated the stone as background noise.

The Seer-of-Static perished dramatically. His physical form vaporized into the cloud of the green sparks. The soul-crystal and the Ocular Focus 3847 fell into the dark. The surviving walkers, whose health was still the zero from the short rest that gives nothing, ran back to the walled town. They told the story of the eye that sees the numbers but misses the dirt.

Moral: He who filters the world to see the hidden numbers of the gods will eventually find himself blinded by the common dust at his feet.

Suggested conversions to other systems:

Call of Cthulhu

The Lens of Insupportable Clarity

  • Item Type: Artifact (Optical)
  • Sanity Loss: 1/1D4 Sanity points upon first successful activation.
  • Game Mechanics:
  • Activation: Requires an Action and a successful Hard INT roll to calibrate the mind to the ultraviolet shift.
  • Effects: Grants a bonus die to all Spot Hidden and Appraisal rolls. Furthermore, it allows the user to see through magical illusions or disguises with a successful POW vs. POW roll against the caster.
  • The Cost of Truth: While the lens is active, the user suffers a penalty die on all Listen and Dodge rolls due to sensory displacement.
  • Overwhelming Insight: If used to examine a Mythos entity, the user gains a +10% bonus to Cthulhu Mythos skill for that specific entity, but must immediately make a Sanity roll with a loss minimum of 1 point regardless of success.

Blades in the Dark

The Truth-Seeker’s Monocle

  • Item Type: Alchemical/Gadget (Rare, Tier II)
  • Load: 0 (Worn on the face).
  • Mechanics:
  • Survey with Precision: When you use the monocle to Gather Information or Study a complex mechanical or magical target, you get +1 effect.
  • Weak Point: You may spend 1 Stress to find a flaw in a target’s protection. Your next attack against that target gains the Piercing tag.
  • Sensory Static: While the monocle is active, you are blind to anything not highlighted by the lens (standard physical obstacles, mundane threats). Any consequence involving “Surprise” or “Environment” is increased by one level of severity.
  • Ghost-Sight: The monocle allows the wearer to see echoes and spirits clearly in the ghost field, even in total darkness.

Dungeons & Dragons

Ocular Focus of the Overwhelming Truth 3847

  • Item Type: Wondrous Item, Rare (Requires Attunement)
  • Activation: As an action, you can activate the Focus for 10 minutes. Once used, it cannot be used again until you finish a Long Rest.
  • Game Mechanics:
  • True Sight: You have Truesight out to a range of 30 feet.
  • Analyze Stats: As an action while the Focus is active, you can observe a creature to learn its current Hit Points, Armor Class, and any Damage Resistances.
  • Focused Precision: You gain a +2 bonus to Wisdom (Perception) and Intelligence (Investigation) checks involving sight.
  • Vulnerability: While active, you have disadvantage on Dexterity saving throws and Wisdom (Perception) checks relying on hearing.
  • Mental Strain: If you use the Focus to examine a creature with a Challenge Rating 5 or more higher than your level, you must succeed on a DC 15 Intelligence saving throw or be Stunned until the end of your next turn.

Knave

The Truth Lens

  • Item Type: Wondrous Item (1 slot, worn on head).
  • Mechanics:
  • Activation: Spend an action to peer through the lens.
  • Insight: You can see the exact Hit Dice and current HP of any creature you look at. You can also see through mundane and magical illusions.
  • Flaw Finder: If you spend 3 rounds observing a target, your next attack against them has Advantage.
  • Tunnel Vision: While looking through the lens, you cannot see anything further than 30 feet away, and you automatically fail any saves to avoid traps or hazards on the ground (tripping, pits, etc.).
  • Recharge: The magic crystal must be exposed to sunlight or a mana-source for 4 hours to regain its charge after 10 minutes of use.

Fate

The Overwhelming Truth Monocle

  • Item Type: Alchemical Extra (Requires Attunement)
  • Aspect: The Eye that Filters the Noise. This aspect represents the device’s ability to categorize chaos. It can be invoked to discover a target’s hidden “Vulnerability” or “Secret” during an Investigation or Notice roll. It can be compelled to cause the wearer to “Stumble over the Mundane” as they lose track of their physical surroundings.
  • Game Mechanics:
  • Stabilized Truth: When using the Focus to Create an Advantage by identifying a creature’s stats or weaknesses, you gain a +2 bonus to the roll. If you succeed with style, you discover an additional hidden aspect of the target.
  • Mental Buffer: The Focus grants the wearer a dedicated 2-point Mental Stress box that can only be used to soak consequences derived from psychic overwhelm or magical “information dumps.”
  • Tunnel Vision: While the Focus is active, any attempt to use Athletics or Notice to avoid physical hazards is hindered by a +2 difficulty.

Numenera & Cypher System

Ocular Data-Sieve

  • Level: 4
  • Form: An iridescent pink monocle bound in electrum with a pulsing green crystal.
  • Effect: The wearer is trained in tasks related to identifying creatures, deciphering ancient texts, and spotting hidden traps.
  • Specific Mechanics:
  • Active Identification: By spending an action and 1 Intellect point, the wearer learns the Level, Health, and Armor of a target creature.
  • Weak-Point Calibration: Once per day, the wearer can utilize the data from the Focus to ease their next attack against a known target by two steps.
  • The Cost of Clarity: Any task involving hearing or balance while the device is active is hindered by one step. If used to examine a level 7+ creature or device, the user must make an Intellect defense roll or be dazed for one round.

Pathfinder

Ocular Focus of the Overwhelming Truth 3847

  • Item Level: 4; Price: 900 Silver Pieces
  • Usage: Worn (Head); Bulk: —
  • Activation: [one-action] (Concentrate, Interact)
  • Description: This electrum-bound lens pulses with ultraviolet light. When activated, the world is viewed in a stabilized indigo field where magical auras are stripped of their chaotic static.
  • Specific Mechanics:
  • Stat Analysis: While the Focus is active, you can use the Recall Knowledge action to learn a creature’s current HP and AC in addition to the standard information. You gain a +2 item bonus to this check.
  • Truesight: You gain a +2 item bonus to Perception checks to disbelieve illusions and to find hidden objects.
  • Tunnel Vision (Drawback): While the device is active, you are Flat-Footed to any creature you have not actively identified during the current encounter, and you take a -2 penalty to Reflex saves against traps.
  • Stored Charge: As an action, you can expend the stored energy to cast True Strike as an innate spell.

Savage Worlds

The Truth-Seeker’s Lens

  • Type: Alchemical Gear
  • Rank: Seasoned
  • Power: As an action, the wearer may activate the lens for 10 minutes.
  • Specific Mechanics:
  • Analyze: The wearer adds +2 to Notice or Research rolls when examining a specific object or creature. Success allows the player to see the target’s current Wounds and any active Edges/Hindrances.
  • Ignore Penalties: The Focus ignores all penalties for Dim or Dark lighting conditions and negates up to 2 points of penalties from Illusions or magical concealment.
  • Distracted (Drawback): The wearer is Distracted regarding any Notice rolls or Agility checks that do not involve the specific target they are focusing on.
  • Information Surge: If used on a Wild Card with more than two Monstrous Abilities, the user must make a Spirit roll or be Shaken from the influx of raw data.

Shadowrun

The 3847 Matrix-Aura Monocle

  • Category: Alchemical Preparation (Fixed, Lenses)
  • Potency: 4
  • Trigger: Command (Activated by mental link)
  • Effect: The monocle creates a localized augmented reality overlay that translates astral and biological signatures into digital telemetry. When active, it adds +2 to the wielder’s Assensing and Perception tests.
  • Game Mechanics:
  • Data Compression: When using the Observe in Detail action, the avatar learns the target’s current Physical and Stun track boxes and their Magic/Resonance rating without needing multiple net hits.
  • Buffer Zone: The lens provides +2 dice to resist any bio-feedback or mana-static damage that results from examining high-intensity magical areas.
  • Sensory Displacement: While active, the wielder suffers a -3 penalty to all Defense tests against attacks they are not currently looking at, as the “background” of the physical world is filtered out.
  • Wireless Bonus: If connected to a PAN, the monocle can share its “Weak-Point” telemetry with one teammate, granting them a +1 dice pool bonus to their next Attack Test against the scanned target.

Starfinder

Ocular Focus of the Overwhelming Truth (Tier 1)

  • Item Level: 4; Price: 2,200 Credits
  • Hands: —; Bulk: L
  • Capacity: 10; Usage: 1/round
  • Description: This electrum-rimmed monocle uses bio-membranes to filter the Drift-static and magical interference common in the Pact Worlds.
  • Game Mechanics:
  • Active Scan: As a move action, you can expend 1 charge to identify a creature within 60 feet. You automatically learn its current HP, SP, and AC. This functions as a successful Life Science or Mysticism check for identifying creature capabilities.
  • Analytical Sight: You gain a +4 insight bonus to Perception checks to notice secret compartments or hidden technological traps.
  • Optical Feedback: While the device is active, you are Flat-Footed against any creature you have not scanned, and you take a -4 penalty to Acrobatics checks to balance or jump.
  • Stored Charge: As a standard action, you can expend the remaining battery to gain the effects of True See-Invisibility for 1 minute.

Traveller

Metropolitan Bio-Lens

  • TL: 13 (High-Tech/Alchemical)
  • Weight: —
  • Cost: Cr15,000
  • Description: A sophisticated optical sensor that uses organic membranes to detect gravitational and electromagnetic fluctuations in the local environment.
  • Game Mechanics:
  • Tactical Analysis: Utilizing the lens allows a traveler to ignore the effects of Dark or Dim lighting. When performing a Recon or Investigate check on a biological or mechanical entity, the traveler receives a +2 DM.
  • Weakness Identification: If the traveler spends two consecutive minor actions observing a target, their next attack ignores the target’s Armor (up to 4 points).
  • Tunnel Vision: While the lens is in use, the traveler suffers a -3 DM to all Initiative checks and any DEX-based checks involving movement.
  • Power Requirement: The lens requires a standard Type-A power cell, which provides 2 hours of continuous operation.

Warhammer Fantasy Roleplay

The All-Seeing Glass of Altdorf

  • Type: Engineering/Alchemical Gadget
  • Availability: Exotic
  • Price: 8 Gold Crowns
  • Description: A bewildering monocle of electrum and glass, pulsing with the pink light of the Winds of Magic. It is highly prized by witch hunters and master engineers.
  • Game Mechanics:
  • Witch-Sight: The wearer gains the Second Sight Talent while the monocle is active. If they already have it, they gain +20 to all Intuition and Perception Tests involving magic.
  • Reveal the Wretched: As an Action, the wearer can determine the current Wounds and Critical Wounds of any creature within 10 yards.
  • Sensory Overload: Each time the wearer uses the monocle to examine a creature with a higher Fellowship or Willpower than their own, they must pass a Challenging (+0) Cool Test or gain 1 Fatigued Condition from the mental strain.
  • Spatial Blindness: While the monocle is worn, all Melee (Dodge) Tests and Athletics Tests are performed at an Infelicitous (-20) penalty as the wearer loses their sense of physical perspective.