Dream 512 of Radiant Omens

Lore: In the bioluminescent archipelagoes of Saṃsāra’s southern reaches, the Dream 512 of Radiant Omens is woven during the “Month of Soft Eyelids.” This item is crafted from the dried whiskers of reef-cats and the iridescent silk of moon-moths. It is designed to act as a bridge between the waking world and the shifting tides of the spirit realm. The spirit bound to this item does not merely explain a dream; it recreates the profound sense of wonder found within them. Those who wear the 512 are often prone to long silences, their eyes reflecting colors that do not exist in the noon-day sun, as they remain in a constant state of spiritual discovery.

Detailed Stats

  • Slot: Head (Worn as a delicate circlet of woven silk and sea-glass that rests across the brow).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.2 lbs.
  • Material: Moon-moth silk, polished sea-glass, silver-thread, and dried reef-cat whiskers.

Skills Gained

  • Oneiric Literacy: The avatar gains a proficiency bonus to checks made to analyze omens, decipher metaphors, or interpret the symbolism in art and architecture.
  • Spiritual Reverence: The avatar gains an advantage on social rolls when attempting to inspire others or speak about the mysteries of the universe.

Passive Magic

  • Halo of Wonder: A faint, shimmering distortion of light surrounds the avatar’s head. This grants a +1 bonus to AC as attackers are momentarily distracted by the shifting, beautiful patterns in the air.
  • Echoes of the Deep Sleep: The avatar requires 2 fewer hours of rest to feel fully refreshed, as the item streamlines their subconscious processing during sleep.
  • Spirit-Tongue Intuition: While in a natural or spiritually significant environment, the avatar can perceive the “mood” of the local spirits as colors bleeding into their peripheral vision.

Activable Magic

  • Visions of Awe (Normal Activation): The avatar touches the sea-glass centerpiece and describes a beautiful fragment of a dream. One target within 30 feet must succeed on a mental resistance check or become Charmed for one round, paralyzed by a sudden, overwhelming sense of beauty and cosmic scale.
  • Manifest Omen (Ritual Activation): By entering a trance for 10 minutes, the avatar projects their own dream-imagery into the physical world as a harmless, glowing illusion (up to a 10-foot cube). This can be used to explain complex concepts or show a “prophetic” vision to a group.
  • Sift the Subconscious (Active Identify): By concentrating on a sleeping creature or a recently used bed, the avatar can view a 30-second replay of that creature’s most recent dream, revealing their hidden hopes or deepest curiosities.

Tags: Head-Slot, Dream-Magic, Spiritual, Awe, Silk, Divination, Illusion, Tier-1, Visionary, Mental, Pacific-Lore, Ethereal, Moon-Moth, Symbolic, Whispering, Iridescent, Astral, Prophetic, Calm, Luminescent, Meditative, Boundless

In the vibrant, spirit-rich archipelagoes of Saṃsāra, the Dream 512 of Radiant Omens is a respected tool of the visionary. Unlike industrial items, these are rarely found in cold, metallic stores; they are sold in places where the boundary between the physical and spirit worlds is thin.

Where to Buy and Sell

  • Bioluminescent Atolls (The Weaver’s Huts): These are small, open-air structures built over tide pools. The items are sold by “Dream-Weavers” who cultivate moon-moths. Buying here ensures the item is fresh and still vibrating with the spiritual residue of the reef. Selling an item here is considered a sacred hand-off; the Weaver will only buy it back if the avatar can describe a beautiful dream they had while wearing it.
  • Floating Apothecaries: Large, slow-moving rafts that travel between the islands, selling incense, herbs, and spiritual foci. These shops are filled with the scent of jasmine and dried kelp. The merchants here are shrewd but value “wonder.” If you sell a Dream 512 here, the price may be higher if the sea-glass is particularly well-polished by “spiritual friction.”
  • The Archives of Eyelids: Located in the larger port cities, these are quiet, library-like shops that specialize in divination tools. They buy and sell Dream 512s as academic curiosities or religious aids. They are the most reliable place to find a 512 if you are far from the southern reefs, though the spirits within may be “dusty” or quiet.

Buying and Selling Costs

The currency used for these items often reflects their ethereal nature, though they can be bought with standard coinage:

  • Weaver’s Hut (Artisanal/Fresh): To buy, expect to pay 12 to 18 Gold. The high price is for the “freshness” of the spirit. Selling here is difficult for coin, but they may offer 6 to 8 Gold in rare pearls or exotic silk trade-goods.
  • Floating Apothecary (Standard/Trade): To buy, the cost is typically 100 to 130 Silver. These merchants prefer fast turnover. Selling to an apothecary usually yields 50 to 60 Silver.
  • Archives of Eyelids (Used/Historical): A used or “dormant” Dream 512 can be found here for 70 to 90 Silver. Because they treat them as research material, they offer a flat rate of 35 to 45 Silver for a sell-back.

The Awe-Involved Transaction

In the world of Saṃsāra, a transaction for a dream-item is a social ritual. To get the best price, the avatar must present the item (or the payment) with a sense of Awe. If the avatar acts dismissive or treated it as “just gear,” the merchant may refuse the sale, fearing the spirit will feel insulted. However, if the avatar describes the “Radiant Omens” they have seen with wide-eyed sincerity, the merchant may lower the price or offer a “blessing” of extra incense alongside the purchase.

In the world of Saṃsāra, the Dream 512 of Radiant Omens is not a weapon of force, but one of perspective. It utilizes the “Awe” of the spirit world to overwhelm the senses of the mundane, making the avatar appear as a luminous, untouchable figure of prophecy.

Defensive Roleplay

  • Safe Areas (Festivals/Shops): In social settings, the defense is an aura of Unapproachability. The avatar moves with a slow, ethereal grace that suggests they are seeing something others cannot. Roleplay focuses on being “half-here”; when someone tries to insult or push the avatar, the avatar responds with a look of profound pity or wonder, as if the aggressor’s anger is a small, insignificant speck in a vast galaxy. The Halo of Wonder makes people hesitate to strike, not out of fear, but out of a subconscious desire not to “break” the beauty they are seeing.
  • Normal Areas (Forests/Coastal Paths): When traveling, the avatar uses Spirit-Tongue Intuition. Roleplay involves stopping suddenly to admire a “shimmer” in the air that only the avatar can see. Defensively, the avatar avoids combat by moving in sync with the environment’s spiritual “mood,” stepping around threats before they manifest. If attacked, the avatar doesn’t flinch; they simply tilt their head, the sea-glass circlet catching the light in a way that dazzles the attacker’s eyes.
  • Unsafe/Deathly Areas: In dangerous ruins or battlefields, the avatar becomes a Luminous Beacon. They use the Halo of Wonder to stand in the center of chaos, looking not at the blades, but at the “radiant omens” trailing behind each strike. Roleplay emphasizes a lack of fear; the avatar treats the danger as a spectacular, albeit violent, dream, which unnerves enemies who expect terror.

Offensive Roleplay

  • Visions of Awe: This is the primary offensive tool. The avatar does not shout or threaten; they whisper a beautiful, terrifying truth about the cosmos. Roleplay involves reaching out to touch an enemy’s brow while describing a “star falling into a deep ocean.” The goal is to induce a Stendhal-syndrome effect, where the target is so overwhelmed by the beauty of the vision that they drop their weapon or fall to their knees in spiritual exhaustion.
  • Manifest Omen: This is used to control the battlefield through Cosmic Distraction. The avatar enters a trance, and suddenly the room is filled with glowing, ghostly moon-moths or a silent, underwater forest. Roleplay focuses on “re-decorating” reality. The avatar uses these illusions to lead enemies into traps or to hide the movement of allies, all while maintaining an expression of serene discovery.
  • Sift the Subconscious: This is “offensive empathy.” By viewing a target’s dreams, the avatar learns their secret “Awe”—the thing they find most beautiful or most terrifying. Roleplay involves confronting an enemy not with a sword, but with a specific symbol from their own mind. The avatar reveals they know the target’s “inner dream,” shattering the target’s resolve and making them feel exposed to the entire spirit world.

Perception of Activation:

  • Auditory (The Echoing Shell):
    • User’s Perspective: You hear a deep, melodic resonance like the interior of a massive sea shell, overlaid with the faint, rhythmic fluttering of thousands of moth wings.
    • Observer’s Perspective: They hear a sudden, crystalline chime followed by a hush in the surrounding ambient noise, as if the room has caught its breath.
    • Positives: Drowns out harsh, startling noises, maintaining a state of serene focus.
    • Negatives: You may fail to hear urgent, mundane warnings like a shouted “Look out!” or the click of a trigger.
  • Visual (The Prismatic Shift):
    • User’s Perspective: Colors become impossibly vivid; light bends into soft fractals at the edges of your vision, and the air is thick with floating, luminous “dream-motes.”
    • Observer’s Perspective: The sea-glass on your brow glows with a soft, pulsing azure light, casting shifting, aurora-like patterns across your face.
    • Positives: Enhances your ability to see through magical darkness or spiritual concealment.
    • Negatives: The intensity of the colors can be dizzying, making it difficult to judge exact distances for physical jumping or athletics.
  • Tactile (The Weightless Cool):
    • User’s Perspective: You feel a cooling sensation spread from your forehead down your spine, and your body feels strangely buoyant, as if you are wading through waist-deep water.
    • Observer’s Perspective: Your movements appear slowed and more fluid, your clothes drifting slightly as if caught in an underwater current.
    • Positives: Reduces the physical sensation of pain and keeps the user calm under pressure.
    • Negatives: This “floaty” feeling reduces your physical leverage, making it harder to exert brute strength or push heavy objects.
  • Olfactory (The Salt and Jasmine):
    • User’s Perspective: A sudden, sharp scent of ozone and sea salt fills your nostrils, followed by the heavy, sweet perfume of night-blooming jasmine.
    • Observer’s Perspective: Those within five feet catch a fleeting, pleasant scent of rain and tropical flowers.
    • Positives: The scent acts as a natural smelling salt, preventing the user from being knocked unconscious or stunned.
    • Negatives: The perfume is so cloying it masks the smell of smoke, poison gas, or rotting organic matter.
  • Gustatory (The Nectar Lingering):
    • User’s Perspective: A taste of sweet, cool nectar or honeyed rain appears on the back of your tongue.
    • Observer’s Perspective: No outward change, though the user may appear to breathe more deeply.
    • Positives: Neutralizes the taste of bile or bitter toxins.
    • Negatives: It creates a distracting thirst for pure water once the activation ends.
  • Extra-Sensory (The Oneiric Web):
    • User’s Perspective: You perceive the “intent” of those around you as soft, glowing trails of vapor; you feel the weight of their subconscious desires like a magnetic pull.
    • Observer’s Perspective: Your eyes appear to glow with a silver-white light, and your gaze seems to “look through” people rather than at them.
    • Positives: Allows you to anticipate social or emotional reactions before they are verbalized.
    • Negatives: You become susceptible to “emotional bleed,” feeling the sudden, overwhelming sorrow or joy of nearby strangers as if it were your own.
  • Extra-Sensory (The Timeless Pulse):
    • User’s Perspective: You feel the passage of time slow down, with each second expanding into a spacious moment of cosmic significance.
    • Observer’s Perspective: You seem to lag for a micro-second in your reactions, moving with a “ghostly” delay.
    • Positives: Provides ample mental time to contemplate complex choices or decipher symbols mid-combat.
    • Negatives: Can lead to a “trance-lock” where you become so fascinated by the moment that you forget to take a necessary action.

Recipe: Weaving the Circlet of Radiant Omens

To recreate a vessel capable of channeling the Dream 512, the artisan must work during the transition from dusk to night, using materials that have never known the harsh heat of a forge.

Materials Needed

  • 3 Strands of Moon-Moth Silk: Harvested from the cocoons of moths that feed only on bioluminescent flora.
  • 1 Central Pane of Sea-Glass: A shard of glass tumbled by the ocean for no less than a century, infused with the “memory” of the tides.
  • 7 Dried Reef-Cat Whiskers: These act as spiritual antennae, sensitive to the vibrations of the unseen world.
  • 1 Spool of Silver-Thread: Must be quenched in moonlit rainwater to maintain its spiritual conductivity.
  • 1 Vial of Luminescent Coral Sap: Used to coat the silk, allowing it to hold a permanent “glow.”
  • 1 Essence of a Forgotten Dream: Captured by placing a hollowed shell near the ear of a deep sleeper who wakes without remembering their vision.

Tools Required

  • Bone Needles: Carved from the ribs of a deep-sea ray; metal needles are too “grounded” for dream-work.
  • A Shallow Basin of Saltwater: Used to keep the sea-glass and silk hydrated during the weaving process.
  • A Moon-Phase Dial: To ensure the crafting begins and ends exactly as the moon crosses the zenith.

Skill Requirements

  • Weaving (Tier 1): Necessary to handle the fragile moon-moth silk without snapping the spiritual fibers.
  • Spirit-Talking (Tier 1): Required to coax the “memory” out of the sea-glass and into the silver-thread.
  • Lore (Oneiromancy): Knowledge of sacred geometry is needed to pattern the circlet so it aligns with the wearer’s Third Eye.

Crafting Steps

  1. The Cleansing: Submerge the sea-glass in the saltwater basin. While it soaks, whisper the names of the seven southern currents to wake the glass from its long sleep.
  2. The Braiding: Intricately braid the Moon-Moth Silk with the Silver-Thread. As you weave, you must hum a melody that has no words, ensuring no “waking logic” enters the thread.
  3. The Setting: Affix the Reef-Cat Whiskers to the interior of the braid at equal intervals. These must point inward to touch the brow of the wearer, creating the bridge to the subconscious.
  4. The Infusion: Paint the Luminescent Coral Sap onto the central sea-glass. While the sap is tacky, uncork the Essence of a Forgotten Dream and allow the vapor to be absorbed into the glass.
  5. The Binding (10-Minute Ritual): Wear the unfinished circlet and close your eyes. You must find the “Awe” within your own mind—a memory of a vast sky or a deep ocean—and project it into the sea-glass. When the glass pulses with a soft blue light and the silk becomes cool to the touch, the Dream 512 is bound.

Eye-Which-Sees-Sleeping-Sun and Weaver of Salt-Mist

In the seasons before the Great-Dry-Time, when the islands were yet soft as the belly of a newborn dugong, there was a woman named She-Who-Catches-the-Vapor. She was a weaver, but her loom was not made of wood; it was made of the Strings-of-the-Between-World.

One night of the Large-Round-White-Hole-in-Sky (the full moon), a moon-moth of the size of a fishing boat landed upon her shoulder. It did not speak with the mouth-noises, but with the Colors-of-the-Mind. It showed her a dream of a city built entirely of Frozen-Water-and-Hopes, where the spirits walked hand-in-hand with the shadows.

She-Who-Catches-the-Vapor followed the moth into the Salt-Deep-Blue. She did not drown, for her lungs became as the Gills-of-the-Moon. In the belly of the ocean, she found a shard of glass that had fallen from the Old-Sky-City. It was a piece of the Great-Window-of-Always-Watching.

She took the silk of the moth and the whiskers of the Great-Cat-of-the-Coral and she made a circle. As she worked, she sang the Song-of-the-Things-We-Forget. She put the circle upon her forehead, and suddenly, the ocean was no longer water. It was a Sea-of-Visions. She saw the dreams of the sleeping whales as giant, glowing trees. She saw the dreams of the drowned sailors as golden birds that flew through the sand.

When she returned to the Dry-Sand-Places, her eyes were no longer the color of the earth, but the color of the First-Light. People looked upon her and felt the Great-Weight-of-Wonder. They forgot their hungers and their angers, for they saw in her circlet the Radiant-Omens of a world that is bigger than the stomach.

But the story-tablets are cracked here, and the Small-Logic-Words are missing. It says she became so full of the Awe-of-the-Spirits that she forgot how to speak the Small-Talk-of-the-Market. She walked into the mist one morning to find the city of the moths, leaving behind only the circlet, which still hummed with the Cold-Fire-of-the-Deep-Dream.

The Moral of the Story

The one who looks too long into the light of the spirit world may find the truth of the universe, but they will surely lose the path to their own cooking-fire; for awe is a meal that fills the soul but leaves the body thin.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Circlet of Radiant Omens Item Type: Wondrous Item, Common (Requires Attunement)

  • Slot: Head
  • Halo of Wonder: While wearing this circlet, you gain a +1 bonus to AC against attackers that can see you, as the shimmering light momentarily dazes them.
  • Oneiric Literacy: You have advantage on Intelligence (Investigation) or Wisdom (Insight) checks made to interpret dreams, religious symbols, or prophetic art.
  • Visions of Awe: As an action, you can target a creature within 30 feet. The target must succeed on a DC 11 Wisdom saving throw or be Charmed until the end of its next turn. While charmed this way, the creature’s speed is 0 as it is captivated by a sudden mental vision of cosmic beauty. Once used, this property cannot be used again until you finish a long rest.

Call of Cthulhu (7th Edition)

Unique Name: The Weaver’s Dream-Glass Item Type: Enchanted Artifact

  • Slot: Head (Circlet)
  • Spirit-Tongue Intuition: The wearer receives a +10% bonus to Psychology and Occult rolls when attempting to understand the motives of non-human entities or interpreting strange omens.
  • Awe-Striking Brilliance: Any entity attempting to assault the wearer must first pass a POW Check. If they fail, they suffer a penalty die on their first attack roll as the prismatic light from the sea-glass confuses their senses.
  • Sift the Subconscious (Cost: 1D4 Sanity): By touching a sleeping subject, the user can attempt a POW roll. On a success, they witness the subject’s most recent dream. This may provide vital clues or leads for an investigation.
  • Dreamer’s Fatigue: After using an active ability, the wearer feels a deep lethargy, suffering a -5% penalty to all Physical skills for 1 hour.

Blades in the Dark

Unique Name: The Moon-Moth Filigree Item Type: Arcane Fine Item (1 Load)

  • Slot: Head
  • Quality: Fine (+1 Tier for effectiveness when dealing with the Ghost Field or spirits).
  • Oneiric Sight: You gain Potency when using the Study or Attune actions to gather information from echoes, dreams, or the spirit realm.
  • Aura of Awe: You may spend 1 Stress to resist a consequence related to fear or mental shock. The circlet anchors your mind in a state of tranquil wonder.
  • Special Ability (Manifest Omen): When you Push Yourself to perform a supernatural feat or social manipulation, you may manifest a localized dream-illusion. This counts as a “Great Effect” for convincing others of your spiritual authority or distracting guards.

Knave (2nd Edition)

Unique Name: Dream-Catcher Circlet Item Type: Magic Item (1 Slot)

  • Slot: Head
  • Prismatic Defense: Your Armor is 11 + your WIS bonus (max 15) while you are in a state of calm or not actively attacking, as the light distorts your position.
  • Visions of Awe: Once per day, you may describe a cosmic wonder to a creature. It must make a WIS Save or be unable to take any hostile action for 1 turn.
  • Echoes of the Deep Sleep: You only require 1 unit of Rations and half the normal sleep time to recover HP and stats, as your dreams are perfectly ordered.
  • Fragile Wonder: If you take a Critical Hit, the circlet is disabled until you can spend an hour in meditative repair using saltwater.

Pathfinder (2nd Edition)

Unique Name: Dreamer’s Circlet of Radiant Omens Item Type: Item 1, Invested, Divination, Magical

  • Slot: Head
  • Usage: Worn; Bulk:
  • Halo of Wonder: While invested, the prismatic light from the sea-glass grants you a +1 item bonus to AC against ranged attacks as the shimmering air distorts your exact location.
  • Oneiric Literacy: You gain a +1 item bonus to Religion and Occultism checks to Decipher Writing or Identify Magic related to dreams and prophecies.
  • Visions of Awe [One-Action] (Emotion, Enchantment, Mental, Visual):Frequency: Once per hour. You project a fleeting, beautiful dream-image into the mind of a creature within 30 feet. The target must attempt a DC 15 Will save.
    • Success: The creature is unaffected.
    • Failure: The creature is Fascinated by you for 1 round.
    • Critical Failure: The creature is Fascinated by you for 1 minute and Stunned 1.

Savage Worlds (Adventure Edition)

Unique Name: The 512 Oneiric Crown Item Type: Enchanted Item

  • Halo of Wonder: The shifting light provides +1 Toughness against bolts, arrows, and other physical projectiles.
  • Oneiric Literacy: The wearer gains a +2 bonus to Research or Occult rolls when interpreting omens, dreams, or ancient murals.
  • Echoes of the Deep Sleep: The wearer gains a +2 bonus to rolls to resist Fatigue.
  • Visions of Awe (Power): As an action, the wearer can trigger a burst of spiritual beauty. This functions as the Slumber power, but instead of falling asleep, the targets are Distracted and Vulnerable as they stand in a state of religious awe. Use Spirit as the arcane skill.

Numenera & Cypher System

Unique Name: Dream-Link Circlet 512 Item Type: Artifact (Level 1d6)

  • Form: A woven silk circlet with a central, glowing sea-glass pane.
  • Depletion: 1 in 1d20
  • Constant Effect (Halo of Wonder): The wearer gains an Asset to Speed Defense tasks.
  • Effect (Oneiric Literacy): Eases all Intellect tasks related to linguistics, symbols, and spiritual history by one step.
  • Effect (Visions of Awe): The wearer spends 2 Intellect points to describe a cosmic wonder. One target within short range must succeed on an Intellect defense roll or be unable to take an action on their next turn as they are overwhelmed by “Awe.”
  • Effect (Sift the Subconscious): The wearer spends 3 Intellect points while touching a sleeping or unconscious creature to learn one “truth” the creature is currently dreaming about.

Fate (Core/Condensed)

Unique Name: The Prism of Radiant Omens Item Type: Stunt/Extra

  • Aspect: Eyes Fixed on the Spirit World
  • Stunt (Halo of Wonder): Because I am surrounded by a shimmering field of dream-motes, I gain a +2 to Defend using Stealth when I am standing still or moving slowly in brightly lit areas.
  • Stunt (Visions of Awe): Because I can manifest the beauty of the spirit realm, once per scene I may use Empathy to attack an opponent’s mental stress track by showing them a vision of their own deepest hope.
  • Stunt (Oneiric Literacy): I gain a +2 to Create an Advantage using Lore when the situation involves ancient prophecies, star charts, or interpreting the motives of supernatural beings.
  • Cost: The item carries the Flaw: Detached from Reality. The GM may compel this to make the avatar miss mundane details (like a pickpocket or a mud puddle) because they are distracted by spiritual beauty.

Shadowrun (6th World Edition)

Unique Name: Dream 512 “Awe-Wisp” Circlet Item Type: Magical Focus / Biometric Accessory

  • Rating: 3
  • Essence: 0 (Worn)
  • Halo of Wonder: The circlet emits a low-level holographic and astral shimmer. Increase your Defense Rating by +2. This effect is also mirrored in the Astral Plane, making your icon appear majestic.
  • Oneiric Literacy: The wearer gains a +1 dice pool bonus to any Astral or Research tests involving the interpretation of mana-ebbs or magical traditions.
  • Visions of Awe: As a Major Action, the wearer can force a target within 10 meters to resist a Charisma + Willpower (3) test. Failure causes the target to be Dazed for one round as their sensory input is flooded with beautiful, non-threatening dream-data.
  • Wireless Bonus: The circlet syncs with the user’s sleep-cycle data. You recover 1 additional point of Stun Damage during every hour of rest.

Starfinder (2nd Edition / Playtest)

Unique Name: Dream 512 Radiant Circlet Item Type: Level 1, Magic Item

  • Slot: Head
  • Bulk: L
  • Halo of Wonder: You gain a +1 status bonus to AC against ranged attacks as the prismatic light from the sea-glass distorts your exact silhouette.
  • Spirit-Tongue Intuition: You gain a +1 item bonus to Perception and Nature checks to identify or communicate with creatures from the Ethereal or Astral planes.
  • Visions of Awe [1-Action]: You project a fragment of a sublime dream into the mind of a creature within 30 feet. The target must succeed at a Will save (DC 15) or become Fascinated by you until the end of its next turn.
  • Sift the Subconscious [2-Actions]: By touching a sleeping or unconscious creature, you can attempt to view its dreams. This functions as the Detect Thoughts spell, but only for memories or desires currently being “dreamt” by the target.

Traveller (Mongoose 2nd Edition)

Unique Name: Dream 512 Psionic Focus Item Type: TL 13 Psionic Accessory

  • Weight:
  • Cost: Cr 5,000
  • Description: A delicate circlet that utilizes moon-moth silk fibers to amplify the wearer’s latent empathic and prophetic abilities.
  • Halo of Wonder: The subtle light display provides a -1 DM to all ranged attacks made against the wearer by humanoids.
  • Oneiric Literacy: The wearer receives a +1 DM to Art, Investigate, and Science (Psychology) checks when analyzing cultural symbols or abstract patterns.
  • Visions of Awe: The wearer can expend 2 PSI points (if psionic) or take an action to engage the “Awe” pulse. One target within 10 meters must pass a Difficult (10+) EDU or PSI check to avoid being captivated and unable to act for one round.
  • Dreamer’s Refresh: After a full 8-hour sleep while wearing the circlet, the traveler gains a +1 DM to the first check they make the following day.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: The Saint’s Oneiric Halo Item Type: Trinket / Blessed Relic

  • Value: 4 (Rare)
  • Keywords: [IMPEDIMENTA], [SPIRITUAL], [AWE]
  • Halo of Wonder: The circlet glows with a celestial light. You gain +1 Resilience and +1 Defense against any attacker who possesses the [CHAOS] or [HERETIC] keywords, as they are repelled by the pure beauty of the omen.
  • Visions of Awe: You gain +1d6 to Persuasion (Fel) tests when speaking to those who share your faith.
  • Manifest Omen (Action): You may spend 1 Glory to manifest a shimmering aura of peace. All allies within 5 meters gain a +1d6 bonus to Resolve Tests until the end of the round.
  • The Burden of Awe: If you roll a Complication on a social test, you become Hindered (1) for the remainder of the scene as you lose yourself in a prophetic trance, momentarily forgetting the physical world.

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  1. […] Dream 512 of Radiant Omens (Tier 1): The moon-moth silk and sea-glass circlet providing the oneiric bridge and spiritual intuition. […]