The Hull Echo was first shaped during the Early Civilization period when communities sought to guide residual water and wind forces near magic scars so that new hulls and decks would hold without sudden shift.
Artisans gathered ordinary river stones and thin fiber cords from common plants along with small crystalline fragments from everyday beasts rather than rare deposits.
The binding required the maker to walk a measured path along a shore while humming a steady phrase that matched the local east-to-west current so the item would hold the memory of even flow.
Over time the item became associated with those who preferred to guide residual forces into supporting new hulls and beams instead of allowing them to rock and strain the structure.
One account describes a shipwright near a coastal settlement who placed the item against a fresh hull plank at dusk and the gathering pressure that risked warping the timber was drawn along the path of the hummed steps and released into the open water as faint light.
The item does not call lasting spirits but briefly aligns the user’s movements with the faint residual traces left where many lives have ended and begun again so that uneven force may be eased into balance.
Successful use produces a low steady tone that only those with true sight or soul sight perceive as pale threads settling into the surrounding hull or deck.
Materials remain common so any artisan trained to the minimum skill for tier one work can remake the item provided the stone is gathered under the correct tide and Helios position.
Those who carry it treat each placement as part of an ongoing exchange with the water and often pause to note the answering shift in local pressure before continuing the work.
All magical properties function only while the item is held or worn in its designated slot and become inert if the avatar remains inside extradimensional storage longer than a few hours.
Description
A small smooth river stone the size of a fist with a shallow groove carved around its middle and a thin woven fiber cord threaded through so it may hang from the waist or be held in one hand.
The stone holds faint irregular inclusions that catch light in pale violet when nearby magic pressure rises or when water or wind shifts unevenly against a hull.
The cord is long enough to allow the stone to rest against a plank or beam yet light enough that it does not impede ordinary movement.
Each inclusion produces a soft vibration when the user walks a steady pace or taps the stone against timber or water.
The surface shows no chips after ordinary handling and returns to its original cool temperature within minutes of any warming.
When inactive the stone feels slightly heavier than its size suggests as if holding a measure of unspent flow.
Detailed Stats
Rarity Common Tier 1
Armor Check contribution 1
Resilience 10
Item Hit Points equal to the attuned avatar maximum health points plus 10
Weight 2 pounds
Attunement required for all magical properties Simple attunement takes one minute while held or worn
Range of influence 15 feet for passive effects and up to 30 feet for activated effects when the true name of a nearby residual echo is known
Cooldown after a full activation sequence 10 minutes
Cannot be used while the avatar is prone or while the cord is covered so that the stone cannot rest against a surface
Multiple Passive Magics
Hull Sense the attuned avatar becomes aware of the nearest uneven water or wind pressure within 15 feet and may allow a portion of incoming shifting force equal to the tier die result to be carried along an existing hull line instead of causing further strain
Step Trace each time the avatar completes a full movement while carrying the item residual echoes within 10 feet grow briefly clearer to the Mind’s Eye granting a small bonus on the next skill check related to assessing hull stability before the end of the following turn
Steady Keel while the avatar remains in contact with a hull or deck for at least two consecutive turns any condition that would cause the structure to shift affects the contacted area at reduced strength
Echo Alignment residual spirit traces within 10 feet align with the direction of the last placement allowing the avatar to sense the general origin of the strongest recent force change in the area without an action
Multiple Activable Magics
Redirect Force as an action the avatar places the stone against a surface and hums a short repeating phrase while choosing one source of shifting water or wind force within 30 feet the force is guided along a new path up to 15 feet from its original course into a prepared beam or plank the diverted force retains its amount but the avatar must succeed on a skill check against the source or the redirection fails
Shared Hull as a ritual action lasting at least six seconds the avatar and one willing ally within 10 feet may match their placement steps each may then shift one temporary structural stress currently affecting a nearby hull onto a single prepared beam within 20 feet the beam receives no saving throw if it was intentionally readied and the stress must be one that can ordinarily be transferred by bracing
Stone Capture as a reaction when a hull or the avatar is struck by a shifting force the stone may store half the amount as captured force releasable on the avatar’s next turn as added stability to one successful bracing action the stored amount cannot exceed the tier die maximum
Turning Placement as an action the avatar performs a brief turning step while holding the stone against a plank at the end one nearby unstable section within 20 feet that can receive the vibration must succeed on a resistance check or have its next shift redirected toward a braced point of the avatar’s choice within the same distance
Specific Slot
Waist Slot the stone must be worn at the waist or held in a Hand Slot to activate any magical property and counts toward the avatar’s worn or held item total while in use it may be set against a surface between activations but loses all magical effects while not in contact with the avatar
Tags
common, tier1, spirit, communication, engineering, naval, hull, passive, activable, waistslot, ritual, force, water, wind, keel, stability, echo, conduit, skillcheck, mindseye, attunement, cooldown
Shops and Costs for Spirit 42 of the Hull Echo
Family craft shops in coastal towns or near central cities stock the Hull Echo when local artisans have completed the binding ritual under proper tide and Helios conditions and sell it to shipwrights or residents who show interest in guiding water and wind forces into stable hulls.
These shops consist of a single room or small attached workspace where the maker or a family member displays a few finished items on plain wooden shelves alongside other common tier one tools for naval work.
Purchase occurs through direct conversation with the artisan who may ask about the buyer’s intended hull or beam and then states a price based on recent material costs and demand in that specific location.
The stated price for a newly made item in such a shop typically ranges from ten to eighteen silver depending on how recently stones were gathered and whether the local water has shown recent uneven pressure.
Haggling is expected and the final amount paid by a non-member buyer settles near the full stated value while a guild member of matching tier receives a reduction of roughly one tenth of that value.
Payment is accepted in silver or equivalent local coin and the shop deposits larger sums into the world bank if the buyer prefers.
Sale back to the same shop or a similar family workshop occurs when the avatar no longer needs the item and the artisan offers around nine tenths of the original local value times the seller’s tier before any further reduction for wear or incomplete attunement.
Guildhall side rooms in cities of five thousand or more residents sometimes hold a small selection of common naval tools including the Hull Echo when members have contributed finished work.
These spaces are maintained by the local guild master and items are displayed only during open hours when the hall is not reserved for training or meetings.
Buying requires showing a current membership badge and the price is set by the guild at a level slightly below open-market rates in that city so that members can obtain basic force supports without leaving the hall.
A typical guild price for the item falls between nine and fifteen silver with the standard one-tenth discount already applied for the member’s tier.
Non-members are directed to the open market or family shops and are not sold the item from guild stock.
When selling to the guild the member receives credit toward future dues or a cash amount near the guild’s purchase rate minus a small handling portion that covers storage until another member claims it.
Black-market stalls or quiet rooms behind ordinary shops in port cities or near contested borders offer the item when ordinary sources are scarce or when the buyer prefers no record of the transaction.
These locations change frequently and the seller expects payment in gold coins only with no world-bank transfer.
The asking price starts at the full local merchant value and may rise to twice that amount if the buyer appears urgent or if recent water shifts have increased demand for force tools.
No discount is given for guild membership and the seller provides no receipt or further contact once the gold changes hands.
Selling to a black-market contact yields an amount close to what an ordinary merchant would pay or slightly higher if the item is in good condition and the contact has an immediate buyer waiting.
Rural waystations or small village workshops along the patrolled roads between coastal cities and central capitals occasionally carry one or two items made by traveling artisans who stop for a few days.
These places have no fixed stock and the price is set by whatever the maker needs for the next leg of travel so it can range from eight to twenty silver depending on distance from the nearest river source of materials.
Haggling remains possible but the final amount is usually closer to the stated figure because the seller intends to leave soon.
A buyer who is simply passing through pays the full amount while a local resident known to the waystation keeper may receive a modest reduction.
Sale at a waystation is uncommon because the keeper rarely holds cash for buy-backs and will instead direct the seller to the next larger town.
In every location the final cost also shifts with the current taxes on goods entering the city or state so an item bought just inside a central city may carry an extra one percent while the same item bought after crossing a state border may include the five percent border levy already folded into the asking price.
No shop maintains a fixed catalog price and each transaction remains a direct agreement between the parties present at that moment.
Roleplay of the Hull Echo in Defense and Offense Across Environments
On a coastal reef at low tide the wearer places the stone against a fresh hull plank and begins a low steady hum while facing the incoming east-to-west current so that any approaching shift from residual energy in the wet ground is drawn along the hull line and carried past the work party instead of straining the new supports.
Defense occurs when the avatar remains in contact long enough for the passive hull sense to identify the strongest uneven pressure and then steps once to the side allowing the diverted portion of incoming force to continue into the open sand as faint threads visible only to those with true sight.
Offense takes the form of a short turning placement directed at a hostile creature approaching across the unstable ground so that the creature’s next movement is guided toward a braced section where the stored capture from an earlier shift is released as added stability against the attacker.
Inside a walled town market the wearer moves at a walking pace between stalls while maintaining the gentle hum so that any sudden water vibration from a nearby argument or heavy cart is sensed through the echo alignment and partially carried along the street’s existing drainage path away from fragile hulls.
Defense relies on the steady keel reducing the strength of any condition that would further shift a nearby beam allowing the avatar to keep the stone free to vibrate while allies shift temporary structural stress onto a single prepared brace through the shared hull ritual.
Offense uses the redirect force aimed at a foe’s ongoing push so the force is guided fifteen feet along a hull line and the captured half is added to the next successful bracing once the avatar has completed the brief turning step without drawing guard attention.
In an underground cave system the wearer faces the direction of the strongest residual force left by prior digs and hums a repeating note that aligns the stone with the local pressure gradient so incoming water seepage is partially carried along the cave floor away from the party’s supports.
Defense is achieved by completing two consecutive contacts that activate the reduced-strength effect on shifting conditions while the step trace bonus clarifies the Mind’s Eye view of nearby echoes before any hostile action begins.
Offense consists of storing half a shifting strike as captured force during a reaction and then releasing it on the next turn after a short hummed phrase has redirected the creature’s movement toward a narrow braced passage where the confined space continues the diversion.
Aboard a sailing vessel on the open ocean the wearer stands near a mast footing and matches the hum to the ship’s motion so that spray-borne residual energy from a distant storm is identified by the hull sense and allowed to continue along the hull’s existing beams past the structure.
Defense involves remaining in continuous contact long enough for the stone to keep temporary shifts at reduced strength while the shared hull lets an ally transfer a stressing condition onto a boarding creature before the creature reaches the deck.
Offense uses the turning placement directed at a foe on an adjacent vessel so the foe’s next movement is guided toward an open section of railing and the stored capture is added to a bracing strike once the avatar has finished the brief sequence without leaving the footing.
Near a volcanic vent on an island slope the wearer faces away from the heat source and begins the steady hum so that rising pressure is sensed and a portion of any sudden discharge is carried along a prepared timber line instead of striking the group’s hulls.
Defense depends on the echo alignment revealing the origin of the strongest recent force in the area allowing the avatar to position the stone freely while the reduced condition strength keeps the beam stable across unstable ground.
Offense takes the form of a redirect force that guides an incoming force fifteen feet toward a braced vent wall where the natural updraft continues the diversion and the captured amount is released on the following bracing after the turning step is completed.
Within a floating cloud-city tower the wearer stands on an open balcony footing and hums while facing the inverted gravity sphere below so that any energy rising from the land far beneath is identified and partially carried along the disk’s edge supports away from the structure.
Defense occurs through continuous contact that maintains the reduced effect on limiting shifts while the step trace bonus clarifies residual echoes left by earlier avian constructions before any hostile approach.
Offense uses the shared hull with an ally to shift a temporary stress onto a single target on a neighboring tower and then releases stored capture after a short redirect force has guided the target’s next movement toward an open section beyond the disk.
In a rural waystation along a patrolled road the wearer walks the length of the common room while maintaining the low hum so that any residual force from passing heavy carts is sensed through the placement equivalent of the hull sense and allowed to continue along the road’s existing drainage instead of entering the building supports.
Defense relies on the steady pace keeping shift conditions at reduced strength long enough for the avatar to complete the ritual action that transfers a stressing effect onto an aggressive traveler before guards arrive.
Offense consists of storing half an incoming shift during the reaction and then using the turning placement to redirect the creature’s next movement out the door where the open road continues the diversion and the captured force is added to the next bracing.
Underwater near a major reef the wearer remains at a depth where the stone can still rest against a submerged timber and begins a slow hummed pattern matched to the slower poleward surface flow so that any energy descending from above is identified and partially carried along the current away from the group’s supports.
Defense is maintained by completing the required consecutive contacts that reduce the strength of limiting conditions while the echo alignment reveals the direction of the strongest recent force among the reef’s residual traces.
Offense uses the redirect force aimed at a hostile swimmer so the force is guided fifteen feet along a braced line and the stored capture is released on the following turn once the brief turning motion has been completed without surfacing.

Perception of Activation:
Sight for the user shows the stone’s irregular inclusions brightening into pale violet threads that settle into the contacted surface in the direction chosen for redirection while the cord remains still against the waist or hand.
Sight for an observer shows the same pale violet light appearing on the stone only if the observer possesses true sight or soul sight otherwise the stone appears unchanged.
Positive aspect of sight is the clear visual confirmation that the force has begun to shift along the intended hull line allowing immediate adjustment of placement.
Negative aspect of sight is that the violet glow can draw unwanted attention from any nearby creature that also possesses true sight before the redirection completes.
Sound for the user is a low continuous hum that matches the spoken or hummed phrase and seems to originate from the stone itself rather than the throat when placed against a surface.
Sound for an observer is either silence or a faint vibration felt more than heard unless the observer is within ten feet and possesses enhanced hearing.
Positive aspect of sound is the steady tone that helps maintain the required cadence without additional concentration once the phrase has begun.
Negative aspect of sound is that any interruption of the hum causes the violet threads to fade and the redirection to fail if the phrase is not restarted.
Touch for the user is a gradual warming of the stone against the hand or waist that follows the sequence of the chosen direction and remains only while the activation continues and the stone stays in contact with a surface.
Touch for an observer is nothing unless the observer places a hand on the cord or stone in which case a slight vibration can be felt but no heat transfers.
Positive aspect of touch is the reliable warmth that confirms the item remains attuned and the force is still being guided into the beam or plank.
Negative aspect of touch is that the warmth can become uncomfortable if the activation lasts longer than the normal cooldown period and the stone is pressed tightly against skin or a hard surface.
Smell for the user is a brief scent of damp earth and ozone that appears only at the moment the force successfully leaves its original path and enters the prepared hull.
Smell for an observer is absent unless the observer stands directly downwind of the user and the redirection passes close enough for the ozone trace to reach them.
Positive aspect of smell is the clear signal that the diversion has taken hold allowing the user to end the phrase at the correct moment.
Negative aspect of smell is that the ozone can linger and alert nearby creatures with keen scent to the recent use of the item even after the visual and auditory signs have faded.
Taste for the user is a faint metallic note on the tongue that appears only when the stored capture is released on a subsequent bracing action and disappears within one turn.
Taste for an observer is never present because the effect remains internal to the wearer.
Positive aspect of taste is the immediate confirmation that the captured force has been added to the bracing without requiring a separate check.
Negative aspect of taste is that the metallic note can distract the user if multiple activations occur in quick succession before the previous taste has cleared.
Mind’s Eye for the user reveals the nearest uneven water or wind pressure gradient as a faint directional pull that aligns with the violet threads on the stone.
Mind’s Eye for an observer shows only the ordinary stats of the item unless the observer spends an action to identify and even then the active redirection appears only as a temporary property.
Positive aspect of the Mind’s Eye perception is the ability to choose the most efficient path for the diverted force before the phrase is completed.
Negative aspect of the Mind’s Eye perception is the risk of overwhelm if several residual echoes are present at once causing the directional pull to flicker and the skill check for redirection to become harder.
True sight for the user shows the residual spirit traces as pale colored threads that briefly thicken when the force is successfully guided into a braced point.
True sight for an observer shows the same threads only if the observer is facing the user and within the range of the item’s influence.
Positive aspect of true sight is the ability to confirm that the diverted force has reached its new path without needing to move closer to the source.
Negative aspect of true sight is that the thickened threads can be seen by hostile creatures that also possess true sight giving them warning of the redirection before it finishes.
Soul sight for the user reveals the emotional tone of the strongest residual echo in the area as a shifting hue that matches the direction of the last placement.
Soul sight for an observer shows no change unless the observer is actively using soul sight on the user at the moment of activation.
Positive aspect of soul sight is the extra information about recent force events in the area that can be used to decide whether to continue or end the activation.
Negative aspect of soul sight is that prolonged viewing of the shifting hue can cause a brief headache if the emotional tone is particularly strong or conflicting.
Darkvision for the user shows the violet glow as a brighter gray-white patch on the stone that stands out against the normal infrared shades of the surroundings.
Darkvision for an observer shows the same brighter patch only if the observer is within the normal range of darkvision and looking directly at the item.
Positive aspect of darkvision is the ability to track the activation in complete darkness without relying on the pale violet color that true sight provides.
Negative aspect of darkvision is that the brighter patch can reveal the user’s position to any creature using darkvision even when the user is otherwise concealed.
Tremorsense for the user registers a faint additional vibration in the water or timber that matches the rhythm of the hummed phrase only while the stone remains in contact with the same surface as the shifting force.
Tremorsense for an observer registers nothing unless the observer is also in contact with the same surface and within the range of the item’s influence.
Positive aspect of tremorsense is the confirmation that the redirection is affecting a water or wind-based force even when visual signs are blocked.
Negative aspect of tremorsense is that the extra vibration can be detected by swimming or climbing creatures and may draw them toward the user before the activation ends.
Recipe for the Hull Echo
Materials needed
One smooth river stone no larger than a fist gathered from a coastal or inland watercourse during the period when Helios is between four hundred and five hundred fifty nine.
A length of thin woven fiber cord taken from common coastal plants or ordinary reeds sufficient to circle the waist and allow the stone to rest against a hull plank or beam.
Three small crystalline fragments no larger than a seed taken from the remains of common beasts that have left ordinary crystals rather than tier two or higher deposits.
A measure of clear water drawn from the same watercourse as the stone and kept in an open vessel until the binding begins.
A pinch of fine sand from the nearest reef or riverbank that has been exposed to the east-to-west surface current within the past day.
A short length of ordinary timber no longer than the forearm to serve as a temporary brace during the final alignment.
Tools Required
A simple carving tool of ordinary wood or bone capable of making a shallow groove around the middle of the river stone without cracking it.
A length of ordinary cord or sinew for temporary binding during the assembly.
An open workspace large enough to walk a measured path of at least ten feet along a shore while the materials remain in view.
A shallow bowl or dish of common clay or wood to hold the water and sand during the final binding.
No specialized magical implements beyond the materials themselves because the item remains common and tier one.
Skill Requirements
A trained skill level of at least one in a crafting skill related to fiber work or simple stone shaping.
A trained skill level of at least one in a skill related to assessing hull or beam stability or recognition of local force gradients.
Familiarity with the east-to-west ocean or river current of the region so the walking pattern can match the natural flow.
No higher tier training is required because the item uses only common materials and produces only tier one effects.
The crafter must be able to maintain a steady hummed or sung phrase for the duration of the binding without interruption.
Crafting Steps
Gather the river stone at the correct time of day and rinse it in the clear water until all loose sediment is removed then set it aside to dry in open air.
Use the carving tool to make a single shallow groove around the middle of the stone deep enough for the fiber cord to sit securely but not so deep that the stone weakens.
Thread the fiber cord through the groove and tie a simple knot that holds the stone securely while still allowing it to rest flat against a hull plank or beam when used.
Place the three crystalline fragments into the shallow bowl with the pinch of sand and cover them with the clear water so they remain submerged.
Begin walking a measured path along the shore while humming a short repeating phrase that matches the rhythm of the local east-to-west current.
On each completed circuit pause at the point where the path faces the direction of the strongest nearby force gradient and place the stone briefly against the temporary timber so the water touches the groove.
Continue the walking and humming for a number of circuits equal to the crafter’s current tier plus one so that the residual traces in the materials align with the natural flow.
On the final circuit stop facing the same force gradient and hold the stone against the temporary brace while finishing the phrase so the water and sand dry on the groove and the crystalline fragments remain attached by the residual moisture.
Allow the item to rest undisturbed until the surface returns to its ordinary cool temperature then test the attunement by placing it against a stable surface and confirming that the inclusions show a faint pale violet response when a short phrase is hummed.
If the violet response does not appear repeat the final three circuits with fresh water and sand because the alignment with the local current was incomplete.
Once the response is confirmed the item is complete and may be worn in the waist slot or held for all subsequent uses without further ritual.
Stone That Guided the Hull
In the time before the counting of years that men now use there was a place where the water moved always from the rising of the great light to the setting and the land held many small stones that had been touched by the long dying and the long living of beasts. A maker of simple things walked beside that water and saw that the force which moved in the water and the wind sometimes gathered too much in one spot and then shifted and strained the new hulls and the new beams that people tried to raise. The maker took one stone no larger than the fist and a cord of the plant that grows where the water meets the land and three small bright bits that the beasts leave when they end. The maker walked along the shore many times and made a sound with the mouth that was the same sound again and again while the water of the place touched the stone and the stone was set against a short piece of timber. When the walking ended the stone held a pale light inside its lines and the force that had gathered nearby moved aside along the path the maker had walked and went into the open water and became only light that faded. Those who saw this said the stone had spoken with the old echoes that remain where lives have stopped and started again and the echoes had shown the force a different way to settle. The maker gave the stone to a shipwright who raised hulls between the places of many people. The shipwright came to a spot where the force had gathered above a scar in the land that still held the mark of an old breaking. The shipwright placed the stone against a fresh plank and made the same sound with the mouth and walked a short way and the force that would have warped the new hull moved instead along the path of the steps and went past and into the open water and was gone. The shipwright finished the hull and told what had happened and others began to make stones of the same kind. Some stones worked and some did not. Those that worked were the ones made when the great light was low and the water of the place was taken at the same time and the walking matched the way the water itself moved. A second shipwright took such a stone into a town of walls where many people argued and one person pushed against a new beam that began to shift without control. The second shipwright made the sound and the force was guided along a prepared line and struck only the braced point and not the people. The people of the town said the stone had heard the old voices that stay in places where many have passed and the voices had turned the force as a hull is turned by a bend in the water. Later a third person carried the stone near a high place where the ground opened and heat rose. The force from the opening began to move toward a small group and the person made the sound while facing away and the force followed the sound and the steps and went back toward a braced beam and rose with the heat and did no harm. In each telling the stone is said to grow warm when the force begins and to grow cool when the force ends and to leave a smell of wet earth and of the air after a storm. Those who wear it say they feel the pull of the force as a small tug in the hand and they choose the new path by the way they face and the way they place the stone. Those who watch and who can see the hidden light say they see thin lines of pale color leave the stone and follow the new path until the lines fade. The story is told in many places and each place adds a small change yet the center remains that the stone does not stop the force and does not destroy the force but only shows the force another way that already exists in the settling of water and of wind and of the echoes that remain. The maker is no longer named and the first stone is no longer known yet every item made in the same way is said to carry the same guiding if the making is done when the light is low and the walking matches the water.
Moral of the story: Force that gathers in the water and the wind may be guided into a prepared hull by a small repeated sound and a matched step if the maker has first walked with the water and the stone has been touched by the water at the proper time.
Suggested conversions to other systems:
Call of Cthulhu
The Hull Stone
This small river stone on a fiber cord is worn at the waist or held against a surface. It serves as a focus for redirecting residual water or wind pressure through rhythmic placement and low chanting. It is a common artifact of low potency.
The stone must be placed in contact with a hull plank, beam, or the ground and attuned through a brief ritual of humming while walking a short path. Activation requires the user to succeed on a POW roll or spend 1 Magic Point. On success the user may redirect one source of shifting force or environmental harm within 15 yards.
Mechanics allow the user to impose a penalty die on one straining or rocking effect directed at a hull or the user by guiding the force along an existing hull line. The redirection lasts for one round. Failure on the POW roll causes the user to lose 1 Sanity as the residual echoes briefly overwhelm perception of stability.
The item has no inherent armor value. It may be used once per day without cost beyond the Magic Point. Additional uses in the same day require a successful Luck roll or the stone grows uncomfortably warm and the user suffers a penalty die on the next action. Investigators with the Natural World or Occult skill may recognize the pale violet glow as a sign of successful alignment with local force gradients.
Blades in the Dark
The Keel Cord
This waist-worn or hand-held stone and cord is a common tool for redirecting ambient water or wind forces through rhythmic movement and low chanting. It functions as a fine item that provides an edge when bracing or assessing hulls.
When held against a surface and activated by spending 1 Stress the user may perform a special action to redirect one ongoing shift or incoming environmental harm. The user describes a short placement or turning motion matched to a hummed phrase and rolls Tinker or Attune as appropriate.
On a full success the redirected force is guided up to a close distance away along a prepared beam or plank and does not affect the original area. On a partial success the redirection occurs but the user or an ally takes 1 Stress from the strain of the echoes. On a failure the attempt collapses and the original effect resolves normally while the user marks 1 Stress.
The item counts as a fine tool for load purposes. It may be used freely during downtime to assist in long-term projects involving hull bracing or ritual channeling. Crews that rely on it frequently find that repeated use without rest leaves a lingering damp-earth scent that can be noticed by those with sharp senses.
Dungeons and Dragons
Stone of the Settling Chant
Wondrous item, common
This river stone on a fiber cord must be worn at the waist or held in a hand. While attuned the wearer may use an action to place the stone against a surface and hum a short phrase to redirect one source of shifting water or wind force within 30 feet.
The wearer makes a Wisdom or Intelligence saving throw against a DC equal to 10 plus the challenge rating equivalent of the source. On a success the force is diverted up to 15 feet along a path the wearer indicates into a braced beam or plank. On a failure the original effect occurs normally.
The item may also be used as a reaction when a hull or the wearer takes damage from shifting. The wearer stores half the damage rounded down up to a maximum of 4 points. On the wearer’s next turn that stored amount may be added as temporary stability to one successful bracing or support action.
The item regains its uses at dawn. It provides no bonus to Armor Class. Attunement requires one minute of concentration while worn or held. If the wearer is prone or the cord is covered the item cannot be activated.
Knave
The Hull Stone
This common waist-worn or hand-held item of ordinary materials allows redirection of force through matched placement and sound. It occupies the waist or hand slot and requires no special attunement beyond contact.
When the wearer spends an action to place the stone against a surface while humming the item may redirect one incoming shift or environmental effect. The wearer rolls a d20 and adds the relevant ability modifier. If the result exceeds 10 plus the opponent’s level the force is guided 15 feet in a new direction chosen by the wearer into a prepared hull and the original target is unaffected.
The item may also store a portion of received shifting damage equal to the wearer’s level die result. That stored amount can be added to the wearer’s next successful bracing action. The storage fades if not used by the end of the following round.
The item has 10 item hit points plus the wearer’s maximum hit points and is destroyed if reduced to zero. It functions only while in contact with the user or a surface. Repeated use in the same day without a long rest causes the stone to cool uncomfortably and imposes disadvantage on the next redirection attempt.
Fate
The Hull Aspect Stone
This common aspect-bearing item is a river stone on a fiber cord worn at the waist or held against a surface. It carries the aspect Residual Force Alignment that can be invoked when the wearer seeks to redirect water or wind force.
The wearer may spend a fate point to invoke the aspect and create a temporary advantage representing guided force. The advantage is placed on a nearby hull or zone and lasts until the end of the scene or until it is overcome. Success on an overcome or create advantage action using the item allows the redirected force to resolve against a braced beam or to dissipate without further strain.
If the invocation fails the wearer gains a mild consequence related to sensory overload from the echoes of uneven force. The item provides no passive armor or stress absorption. It may be used freely in contests involving hull bracing or ritual channeling provided the wearer describes the matched placement and low phrase.
Numenera and the Cypher System
The Hull Cypher
Level 3 cypher. This river stone on a fiber cord is worn at the waist or held against a surface. When activated the user may redirect one incoming force or environmental stress within short range.
The user spends 2 Intellect points and attempts an Intellect task against the level of the source. On success the force is guided up to short range into a prepared beam or plank chosen by the user and does not affect the original area. On failure the original effect occurs and the user takes 2 points of Intellect damage from the backlash of residual echoes.
The cypher has one use. After activation the stone grows cool and inert until the next day. It provides no armor bonus. Wearers with the perception of residual traces may notice pale violet threads when the redirection succeeds.
Pathfinder
Stone of Hull Force
Item 1. This common wondrous item is a river stone on a fiber cord that must be worn at the waist or held. Once per day the wearer may use an action to Redirect Force.
The wearer attempts a DC 15 Nature or Occultism check. On success one source of shifting damage or environmental effect within 30 feet is diverted up to 15 feet along a path the wearer indicates into a braced beam. On a critical success the range increases to 30 feet. On a failure the original effect occurs normally.
The item may also be used as a reaction to store half the shifting damage from one strike against a hull or the wearer up to a maximum of 4 points. The stored amount may be added as temporary stability to the wearer’s next successful bracing action. The item has no armor bonus and requires one minute of concentration to attune while worn or held.
Savage Worlds
The Hull Cord
This common waist-worn or hand-held item allows redirection of incoming force through rhythmic placement. It occupies the waist or hand slot and has no armor value.
As an action the wearer may attempt a Spirit roll at –2 while holding the stone against a surface. On success one incoming shift or environmental effect within 6 inches is redirected up to 3 inches into a braced beam the wearer chooses. The original target is unaffected and the effect resolves at the new location if a support is present. On a raise the redirection ignores minor obstacles along the new path.
The wearer may also spend a Benny as a reaction when taking shifting damage to store half the damage rounded down. That stored amount may be added to the wearer’s next successful bracing action. Failure on the Spirit roll causes the wearer to become Shaken from the sudden echo feedback. The stone functions only while in contact and cools after each use until the end of the scene.
Shadowrun
The Hull Redirector
This common waist-worn or hand-held focus is a river stone on a fiber cord rated at Force 2. It allows a user to redirect incoming water or wind stress through rhythmic placement and low chanting.
The user spends a Simple Action and rolls Logic + Engineering or Magic + Counterspelling versus the Force of the incoming effect. Net hits determine the distance the force may be guided in meters into a braced point. On success the original structure is unaffected and the effect resolves at the new location or dissipates. On failure the original effect occurs and the user suffers 1 point of Stun damage from feedback.
The item has an Availability of 4 and a Cost of 980 nuyen. It provides no armor bonus. Sustained use beyond one redirection per scene requires the user to resist Drain equal to half the Force rounded up. The stone grows warm during successful redirection and cools afterward.
Starfinder
Stone of the Hull Cadence
Level 1 hybrid item. This river stone on a fiber cord is worn at the waist or held and counts as a worn item. Once per day the wearer may spend a standard action to Redirect Force.
The wearer attempts an Engineering check against a DC of 12 plus the CR of the source. On success one incoming shifting attack or structural effect within 30 feet is diverted up to 15 feet into a braced beam or plank. The original target takes no further damage or effect from that instance. On failure the original effect resolves normally.
The item may also be activated as a reaction to store half the shifting damage from one attack against a hull or the wearer up to a maximum of 5 points. The stored amount may be added as temporary stability to the wearer’s next successful bracing action. The item has negligible bulk and provides no armor bonus. It requires one minute of concentration to attune.
Traveller
The Hull Stone
This common personal item is a small river stone suspended from a fiber cord and worn at the waist or held against a surface. It functions as a low-technology focus for redirecting ambient or directed force through rhythmic action.
The user spends a Significant Action and rolls Education or appropriate skill at DM–2. On success one incoming shifting hazard within Close range is redirected up to Short range into a prepared support the user indicates. The original target is unaffected. On failure the original effect occurs and the user suffers 1 point of damage from feedback.
The item has no armor value and negligible mass. It may be used once per day without penalty. Additional uses in the same day impose a DM–1 on the next redirection attempt until the user rests. Successful use leaves a faint damp-earth scent detectable at Personal range for one round.
Warhammer Fantasy Roleplay
The Hull Echo Charm
This common waist-worn or hand-held charm is a river stone on a fiber cord. It allows the wearer to attempt to redirect hostile water or wind shifts or forceful blows through low chanting and matched placement.
The wearer spends an Action and makes an Average (+20) Trade (Shipwright) or Channelling test while holding the stone against a surface. On success one incoming shift or melee attack within 8 yards is diverted up to 4 yards into a braced point the wearer chooses. The original target is unaffected and the effect resolves at the new location if a support is present. On failure the original effect occurs and the wearer gains 1 Corruption point from the residual echoes.
The item provides no armor points. It may be used once per day. Further attempts in the same day require a Challenging (+0) test and risk an additional Corruption point on failure. The stone grows briefly warm on success and cools within minutes.
