Sentinels Paradox 819

by

in

Lore

The Sentinel’s Paradox 819 was forged in the high-altitude forges of the Vigilant Peak, commissioned by a disgraced Star-Gazer who sought to reconcile the “shouting ghosts” of the past with the “quiet poisons” of the present. By magically collapsing the spatial properties of the Mesmerizing Locket and the Silent Chimes into the runic framework of the Nimble Evasion Wristbands, the smiths created a singular conduit that vibrates with the “Year of the Rat’s” celestial frequency. It is whispered that the 819 does not just see the world; it experiences the world as a tapestry of intent, where the flicker of a shadow is as loud as a scream. To wear this item is to invite a perpetual state of hyper-lucidity where the boundary between the user’s skin and the surrounding atmosphere becomes indistinguishable.

Description

This item manifests as a singular, heavy Bracer-Locket crafted from bone-white stag antler and reinforced with polished nickel and silver alloys. A central sapphire, infused with elemental air, sits embedded in a rotating zodiac dial that clicks with clockwork precision. Fine silken cords are braided into the leather backing, leading to three flat antler pendants that rest against the wearer’s inner wrist. When activated, the sapphire glows with a fluctuating amber-and-crimson light, and the scrimshawed patterns of eyes and owls on the antler components appear to blink in unison with the wearer’s own pulse.

Stats

  • Tier: 4
  • Rarity: Rare
  • Material: Nickel-Silver Alloy, Enchanted Stag Antler, Sapphire, Amber Magic Crystal, Reinforced Leather.
  • Weight: 0.8 lbs.

Skills Gained While Openly Worn

  • Supreme Acrobatics: The user gains a +4 bonus to all rolls involving balance, tumbling, or navigating treacherous terrain.
  • Reactive Defense: The user gains a +2 bonus to AC (Defense) and cannot be targeted by surprise attacks while conscious.
  • Ethereal Investigation: The user gains a +4 bonus to checks involving the detection of hidden doors, spiritual residue, or invisible entities.

Tags

Divination, Illusion, Evasion, Zodiac, Sentinel, Tier-4, Worn, Accessory, Detection, Spatial, Psychic, Celestial, Runic, Precise, Arcane, Clockwork, Antler, Resonance, Evasion, Analytical, Synchronized, Runic, Metallic, Vigilant

Passive Magic

  • Omnisensory Awareness: The wearer perceives the “Species Name,” “Title,” and “Safety Level” of all entities within 60 feet. Hostile creatures are automatically outlined in a flickering crimson light, even through solid walls or magical darkness.
  • Spiritual Discordance: The antler pendants vibrate with high-frequency tones that grow more intense as non-corporeal or ethereal entities approach within 100 feet. This vibration translates directly into the user’s mind, providing the emotional state of the spirit (e.g., Hungry, Vengeful, Peaceful).
  • Flow of the Zephyr: The runes of the Whirling Winds provide a constant +2 bonus to Reflex saves and allow the wearer to move through difficult terrain as if it were normal terrain.

Active Magics

  • Grand Spatial Mirage (Action): By speaking the phrase “Let wonder unfold,” the user creates a complex spatial illusion within 60 feet that lasts for 10 minutes. Unlike lower-tier illusions, this affects Sight, Sound, and Smell, creating a perfectly believable environment (e.g., a wall of fire that crackles and smells of smoke) to confound enemies.
  • The Watcher’s Echo (Ritual – 1 Minute): The user performs the “Dance of the Owl’s Step.” Upon completion, they gain Echoic Vision for 1 hour. They can see ghostly reenactments of all significant events that occurred in the area within the last 48 hours and can track the “Spiritual Residue” of any creature that has passed through the area.
  • Pinpoint Flare (Reaction): When an attack is launched against the user, the device emits a high-pitched “ping” and a celestial flare. This forces the attacker to reveal their “True Name” to the user and allows the user to attempt a deflection. Roll 1d20 + Acrobatics; if the result exceeds the attack roll, the attack misses and the user can immediately move 10 feet without provoking attacks of opportunity.

Specific Slot

Worn Item (Wrist Slot) – Per the rules of Saṃsāra, this merged object occupies only one slot on the avatar despite its multiple integrated components.

Item Hit Points and Disabling Magic

In the world of Saṃsāra, a merged item like the Sentinel’s Paradox 819 is a single physical object, but its high-tier nature (Tier 4) grants it a durable essence. To disable the item’s magic, an attacker must overcome its Item Hit Points, which are calculated based on its materials and tier.

For this Tier 4 item, it has 80 Item Hit Points. Because it is composed of reinforced nickel-silver and magically hardened stag antler, it has a Hardness of 10, meaning the first 10 points of damage from any single attack are ignored.

  • Disabling the Magic: If the item’s HP is reduced to half (40 HP), the item becomes “Damaged.” In this state, the Active Magics fail, and all Passive Magic bonuses are halved.
  • Total Destruction: If the item’s HP reaches 0, the physical conduit is shattered. The magic is not just disabled but suppressed entirely as the mana-circuits are broken. The item no longer occupies its slot effectively and provides no benefits.

Repairing the Item

Repairing an item of this complexity requires restoring both the physical structure and the magical flow. Because it is a Tier 4 merged item, simple blacksmithing is insufficient.

  • Physical Restoration: A skilled artisan (Smithing and Jewelery Tier 4) must use 5 ounces of refined Nickel and 1 ounce of Sterling Silver to patch the casing. This requires a Mana-Soldering Iron to ensure the new metal does not disrupt the existing magic circuits.
  • Magical Realignment: Once the physical shell is mended, the user or a specialist must perform a Ritual of Re-Attunement. This takes one hour and requires one High-Quality Magic Crystal. During this ritual, the user must chant the “Song of the Twelve-Beasts” to recalibrate the internal zodiac gears.
  • Repairing the Core: If the central sapphire or amber crystal was shattered (only occurs if the item reached 0 HP), the repair cost increases to include the specific replacement of those Tier-level components, which must be re-enchanted with Enchantment Level 4.

In the world of Saṃsāra, obtaining a Tier 4 merged item like the Sentinel’s Paradox 819 is an endeavor that usually requires significant prestige, wealth, or the completion of high-stakes quests. Because it is a merged item—a “single physical object” created from four distinct Tier 1 conduits—it is rarely found as a standard retail product. Instead, it is acquired through specialized channels where the “Rule Breakers” of industry and the high-tier Star-Gazers congregate.

Ways to Obtain the Item

  • Custom Commission: Most possessors obtain this item by gathering the four base Tier 1 items—the Astrology 742, Exorcism 3 Chimes, Embedded Wristbands, and Spatial Illusion 47 Locket—and bringing them to a Tier 4 Master Artificer. This requires a “merging fee” and the provision of rare catalysts to stabilize the Tier 4 resonance.
  • Archaeological Recovery: Due to its durability, a Paradox 819 might be found in the “Deathly” safety zones of ancient floating city ruins. It would likely be found on the remains of a former Tier 4 sentinel who perished when their gestalt of avatars was overwhelmed.
  • Guild Inheritance: High-ranking members of the “Guild of Cartographers and Scribes” or “The Monastic Retreat of the Vigilant Peak” may be awarded the item upon reaching the appropriate Tier level, symbolizing their mastery over the “Mind’s Eye.”

Shop Types, Sales Procedures, and Costs

In the steampunk and high-magic economy of Saṃsāra, this item is never found in general stores or port-side stalls. Its Tier 4 status means it is treated with the same reverence as a piece of heavy industrial machinery or a sacred relic.

The Celestial Ateliers (High-Capital Metropolises) These shops are located in the uppermost reaches of skyscrapers or in exclusive floating districts. They feature polished brass floors and air-purification magic to keep the environment sterile.

  • Buying: The item is kept in a vacuum-sealed glass case. The merchant, likely a Tier 4 or 5 character themselves, will require the buyer to demonstrate their Tier level through their “Mind’s Eye” before allowing a purchase. They will explain the item’s celestial alignment with the Rat zodiac in great technical detail.
  • Selling: They will only buy the item if it is in “Pristine” condition and will conduct a 20-minute ritual to ensure the internal mana-circuits haven’t been “Rule Broken” or damaged.
  • Cost: 150 to 200 Platinum. (This reflects the extreme skill required to merge four items and the Tier 4 material components).

The Black Market of the Dark Cave Megacities In the subterranean metropolises, “Rule Breakers” and rogue enchanters deal in high-tier items that have been “reclaimed” from ruins or “liberated” from guilds.

  • Buying: The sale happens in a back room lit by dim amber crystals. The item might be sold “as-is,” meaning it may carry the “attunement residue” of a previous owner, which can cause a flash of mental confusion (personality clash) upon the first merge.
  • Selling: These dealers buy quickly and without questions but at a significant discount. They are looking to flip the item to someone heading into a “Deathly” area.
  • Cost: 80 to 120 Platinum. (A lower price, but carries the risk of the item being “Damaged” or having a shorter lifespan before requiring maintenance).

The Frontier Outfitter Command (Safety Level: Unsafe/Deathly Edges) These are heavily fortified depots that supply the elite scouts who map the ends of the 73 islands. They are functional, smelling of steam-oil and ozone.

  • Buying: These items are rarely for sale for coin alone. They are usually “Requisitioned” gear. If a character wishes to buy one, they must pay a combination of Rhodium and rare magical essences.
  • Selling: The outfitter will buy the item for roughly 50 Platinum, but only if they have a current mission that requires a Sentinel with Tier 4 perception.
  • Cost: 12 to 18 Rhodium. (Equivalent to 120-180 Platinum. At this level, Rhodium is the preferred currency to avoid carrying thousands of silver or gold coins).

The Alchemical Exchange (Academic Enclaves) Found in monasteries like the Vigilant Peak, these shops function more like a barter-house for knowledge and artifacts.

  • Buying: One does not “buy” here so much as “exchange.” You might trade a Tier 4 weapon or a vast library of “previously viewed stats” committed to your memory for the Paradox 819.
  • Selling: If selling for coin, they offer a fair “Standard” price based on the current “Weather-Magic” and astrological cycle.
  • Cost: 140 Platinum (fixed).

The Tactical Convergence: Roleplay of the Sentinel’s Paradox 819

In the world of Saṃsāra, the Sentinel’s Paradox 819 is more than a tool; it is a sensory expansion that forces the character to process the world through the hyper-vigilant lens of the Rat zodiac and the predatory focus of the Owl. Roleplaying this item involves a shift in demeanor toward quiet, vibrating intensity and a preternatural awareness of “weather-magic” and intent.


In the Vertical Labyrinths of a Megacity Skyscraper

In the cramped, steam-hissing corridors and high-altitude catwalks of a metropolis, the Paradox 819 excels at cutting through the noise of millions of souls.

  • Defensive Roleplay: As the avatar moves through a crowded market level, the character feels the Spiritual Resonance hum against their wrist. While others are distracted by the roar of steam-engines and shouting vendors, the user’s head tilts with owl-like precision. They perceive a “flickering red outline” through a thin plywood wall—a hidden assassin with the title “Venom-Steward.” The user doesn’t wait for the attack; they use the Flow of the Zephyr to pivot with supreme grace, letting the assassin’s blow strike only empty air.
  • Offensive Roleplay: To clear a room held by corporate saboteurs, the user activates the Grand Spatial Mirage. They speak the phrase “Let wonder unfold,” and suddenly the saboteurs perceive the floor turning into a pit of hissing vipers. As the enemies panic and lose their footing, the user uses Pinpoint Flare to instantly learn the True Name of the leader. Shouting this name, the user launches a strike that is doubled in power, ending the conflict before the mirage even fades.

In the “Deathly” Silence of Ancient Underwater Ruins

In an environment where every attack hits and the pressure of the ocean is a constant threat, the Paradox 819 acts as the avatar’s primary life-support for information.

  • Defensive Roleplay: The avatar stands perfectly still amidst the coral-encrusted gears of a sunken factory. The user maintains the Rat’s Scurry concentration. Even in total darkness, the device vibrates against their skin as a “Deathly” predator approaches from 60 feet away. The character roleplays the avatar’s biological fear—shaking hands and rapid breathing—being overridden by the character’s multiversal calm. They use the Sentinel’s Focus to ignore the crushing psychological weight of the deep, maintaining a defensive posture that negates the foe’s attempt to ambush.
  • Offensive Roleplay: The user performs The Watcher’s Echo (The Owl’s Step Dance). For one minute, they move in slow, rhythmic circles underwater. Ghostly, silver-blue images appear, showing the “Spiritual Echo” of a Tier 4 guardian beast patrolling this sector an hour ago. By tracking the “Psychic Residue” left in the water, the user leads their party directly to the beast’s lair, using Pinpoint Resonance to “ping” its exact location through a silt cloud, allowing for a decisive, coordinated strike.

In the Fog-Shrouded “Unsafe” Jungles of the 73 Islands

The jungle is a chaotic mess of biological and magical signals where the Mind’s Eye is easily overwhelmed.

  • Defensive Roleplay: The user acts as the “Point-Sentinel.” Their Omnisensory Awareness constantly highlights the safety level of the shifting terrain. When they step from a “Normal” patch of jungle into an “Unsafe” pocket of high-magic ebb, the nickel casing of the bracer becomes deathly cold. The user signals a halt, pointing out a “Steel Trap” hidden beneath the moss that was revealed by a passive Celestial Flare. Their defense is one of clinical avoidance, preventing the party from ever triggering a hostile encounter.
  • Offensive Roleplay: When a rival pack of possessed avatars attempts to flee through the dense canopy, the user utilizes the Supreme Acrobatics skill. They leap and tumble through the tangled vines with “Whirling Wind” finesse, moving at speeds the terrain should not allow. They catch the rivals and use the Watcher’s Echo to “see” which path the rivals intended to take, cutting them off at a choke point. The user then activates the Pinpoint Flare as a reaction to the rival’s first desperate arrow, deflecting it with a metallic “ping” and closing the distance for a final, lethal counter-attack.

Perception of Activation: Sentinel’s Paradox 819

User’s Perspective

  • Visual: The world undergoes a radical shift into hyper-definition. A silver-blue “pulse” emanates from the wrist, tracing the outlines of every physical object and living creature. Hostile entities are highlighted in a flickering, neon-crimson glare. The rotating zodiac dial becomes a blur of mercury-like light, and the sapphire core glows with a deep, internal amber fire that seems to reveal the “skeletons” of nearby structures.
  • Auditory: The user’s hearing becomes selective and directional. Ambient noise is filtered into a low, rhythmic thrumming like a distant heartbeat. Against this silence, the user hears clear, high-frequency “pings” when a spirit is near and a sharp, metallic “click” when hostility is directed toward them. The internal “ping” of pinpointing an invisible target sounds like a crystal glass shattering in a vacuum.
  • Olfactory: The humid scents of the world are deconstructed into a sterile, analytical map. The user can isolate the metallic tang of hidden steel, the ozone of gathering magic, and the specific floral scent of an individual’s perfume from over fifty feet away.
  • Tactile: The bracer becomes an anchor of cold, immovable stability. The high-frequency vibrations of the silken cords make the skin of the inner wrist tingle, turning the user’s entire arm into a sensitive instrument that can feel minute changes in air pressure—such as the “disruption” of an invisible creature moving nearby.
  • Gustatory: A sharp, clarifying taste of ozone and cold mountain air fills the mouth, mentally “cleansing” the user of any biological distractions or lingering fatigue.
  • Extra-Sensory (Echoic): When performing the Owl’s Step, the user’s vision is overlaid with silent, shimmering, silver-blue “ghost-images” of the past. These echoes play out like a dream, showing the footprints and movements of those who were there days prior.
  • Extra-Sensory (Zodiac/Safety): An innate, undeniable intuition of the environment’s “Safety Level” manifests as a physical sensation in the gut—a warm glow for “Safe” areas and a chilling, nauseating dread for “Deathly” zones.

Observer’s Perspective

  • Visual: The wearer becomes unnervingly still and precise in their movements. The bone-white antler on their wrist appears to “blink” as the scrimshawed eyes catch the light. A faint, cool silvery-blue aura shimmers around the bracer, bending shadows and causing a slight distortion in the air.
  • Auditory: The item is physically silent, but those nearby may notice a strange lack of noise around the wearer—as if the air itself is being muffled. The only audible sound is a singular, loud, harmonic chime when the “Celestial Flare” is triggered.
  • Extra-Sensory: Other sentient beings with an active Mind’s Eye perceive the wearer as a “bright spot” in the magical weather—a source of intense, focused awareness that feels predatory and cold.

Positives

  • Surprise Immunity: The constant internal “Alarm” and spiritual resonance make it nearly impossible for the avatar to be caught off-guard by physical or ethereal foes.
  • Environmental Clarity: By stripping away concealment and revealing the “Stats” of inanimate objects, the user can navigate traps and ruins with clinical efficiency.
  • Tactical Dominance: The ability to see through walls and track “spiritual echoes” provides an insurmountable information advantage in both combat and investigation.

Negatives

  • Sensory Overload: The sheer volume of data—highlights, pings, vibrations, and echoes—can lead to “Analysis Paralysis,” where the character struggles to prioritize the most immediate threat.
  • Selective Deafness: While focusing on a specific “ping” or “whisper,” the user may become oblivious to natural sounds or social cues, making them appear disconnected or dangerously distracted to allies.
  • Psychological Exhaustion: The sterile, inhuman quality of the perceptions (the ozone taste, the cold metal, the “ghost” visions) is mentally taxing. Upon deactivation, the user often feels a jarring “dullness” and emotional fatigue as the magical stimulation vanishes.

The Sovereign Realignment: Merging Recipe for the Sentinel’s Paradox 819

Items Merged

Additional Materials Needed

  • 5 Ounces of Refined Nickel & 1 Ounce of Sterling Silver: For reinforcing the bracer housing and creating the rotating zodiac dial.
  • 1 High-Quality Amber Magic Crystal: To serve as a Tier 4 power regulator between the conflicting items.
  • 1 Vial of Quicksilver (Mercury) mixed with Star-Glass Dust: To facilitate the high-speed movement of the zodiac icons.
  • 3 Strands of Spectral Silk: Harvested from a phase-spider, used to bind the silken cords to the “shouting” magic of the chimes.
  • 10 Milliliters of Arcane Solvent: To dissolve the separate attunement seals of the four original items simultaneously.

Tools Required

  • Mana-Soldering Iron: For etching Tier 4 magic circuits across the merged surfaces.
  • Precision Jeweler’s Burins: For engraving the blink-effect scrimshaw on the stag antler.
  • Alchemical Crucible: To melt and alloy the nickel and silver reinforcements.
  • Astrological Orrery (Tier 4 Calibrated): To align the four disparate items to a singular celestial heartbeat.
  • Resonance Tuning Fork: To ensure the auditory chimes and the zodiac clicking do not cause a magical feedback loop.

Skill Requirements

  • Smithing & Metalworking (Tier 4): Mastery of nickel-silver alloys and structural reinforcement.
  • Enchantment (Tier 4): Ability to bridge four separate magical conduits into a single physical object.
  • Runecraft (Tier 3): Knowledge of the “Nimble Evasion” and “Watcher’s Gaze” glyphs to ensure they do not clash.
  • Celestial Literacy: Deep understanding of the Rat Zodiac and star-cycle patterns.
  • Rule-Breaker Training: Ability to use one’s own “Vocal Cords” as a temporary focus during the high-intensity merging ritual.

Crafting Steps

  1. Stripping the Conduits: Place all four Tier 1 items into the Alchemical Crucible with the Arcane Solvent. This strips away the individual attunement layers, reducing them to their core magical essences while maintaining their physical forms.
  2. Forging the Framework: Melt the additional nickel and silver. Cast a heavy bracer-plate that integrates the leather backing of the Embedded Wristbands with a central recessed housing for the Astrology 742 disc.
  3. The Antler Integration: Meticulously mount the three antler pendants from the Silent Chimes to the underside of the bracer using the Spectral Silk. Use the engraver’s burins to rework the scrimshaw eyes so they connect to the new silver circuitry.
  4. Setting the Spatial Core: Embed the Spatial Illusion 47 sapphire into the center of the rotating zodiac ring. This sapphire acts as the lens through which the “Mind’s Eye” will perceive the merged data.
  5. Circuit Soldering: Using the Mana-Soldering Iron, etch a continuous circuit that flows from the Alarm disc, through the Wristband runes, into the Chime pendants, and culminates in the Locket sapphire. This forces the four items to function as a “single physical object.”
  6. The Harmonic Calibration: Activate the resonance tuning fork. While the gears of the zodiac ring are spinning, the crafter must use their vocal cords to chant the “Song of the Twelve-Beasts” for one hour. This aligns the auditory “pings” of the chimes with the visual “flares” of the locket.
  7. Celestial Sealing: Place the High-Quality Amber Crystal into the primary shell to act as a Tier 4 regulator. Seal the assembly during a lunar eclipse or a significant celestial alignment to “lock” the Paradox 819 into its finalized form.
  8. The First Awareness: The crafter must hold the item and perform a single “Owl’s Step” movement. If the scrimshaw eyes blink in unison and the sapphire glows amber-crimson, the merge is complete.

Four-Eyed Wrist-Grasp and King of No-Sleep

In the breath-before-the-dawn, when the world-crust of Saṃsāra was yet-soft like mud-clay, there was a Great Shaking in the sky-void. The ancient star-words, which are lost to the teeth of the time-moth, tell of a Master-Of-Quiet named H’ahn-Ra. He was a man-being who had lived four-four-four lives in the multiversal-hollow, and his memories were as thick as the swamp-mist of the 73 islands.

H’ahn-Ra was a hater of the Shouting-Ghosts. He walked the path of the Unblinking-Owl, but his feet were heavy-stumbling, and his wrist-bones were naked to the bite of the Shadow-Walker. He possessed four small-god-trinkets, each with a tiny-spark-soul. There was the Clicking-Rodent-Disc, the Bone-Feathers-Of-Listening, the Supple-Skin-Of-Dodging, and the Blue-Eye-Of-Lying-Air.

But H’ahn-Ra was a man of great-greed for the one-slot. The gods had said, “Thou shalt carry nineteen-things,” but H’ahn-Ra’s soul-conflict was too-heavy; his avatar-meat was pained by the weight of many-straps. He sought to make the many-things into the One-Thing-That-Is-Not-Many.

He went to the Center-Forge, where the Elemental-Fire drinks the Elemental-Water to make the Great-Steam-Power. He took his own vocal-chords, which he had trained to be a rule-breaker-pipe, and he sang a song of Merging-Pain. The translation-bones say he took the antler-horns of the Sky-Stag and boiled them in the mercury-sweat of a falling-star.

He placed the Supple-Skin-Of-Dodging upon the anvil of the moon. Upon it, he crushed the Clicking-Rodent-Disc until it was a flat-silver-pancake. He took the Blue-Eye-Of-Lying-Air and pushed it into the silver-pancake-center until the sapphire wept air-tears. Finally, he tied the Bone-Feathers-Of-Listening with the silk-cords of a phase-weaver, making a singular-grasp that occupied only the wrist-slot of his soul-meat.

The unknown-language-symbols say the sky-wheels groaned. The Four-Eyed-Wrist-Grasp—the Sentinel-Paradox—began to blink. The scrimshaw-eyes on the bone-feathers opened and looked at the Sky-King’s heart. The Rodent-Dial began to tick-tick-tick with the frequency of the world’s-fear.

H’ahn-Ra went into the Deathly-Dark-Cave, where every-claw-is-a-hit and the safety-level is zero-zero-zero. The Shadow-Walkers moved with the silence of the un-born. But the Paradox-Wrist-Grasp did not allow the surprise. The chimes-in-the-head sang a high-ping of “There-Is-The-Hidden-Death.” The sapphire-lens flared with a crimson-smoke, revealing the True-Names of the shadow-beasts. H’ahn-Ra danced the Dance-Of-The-Still-Feet, moving with the nimbleness of the Whirling-Wind. Because the item was a Tier-Four-Conduit, his Mind’s-Eye saw the “Stats” of the darkness itself.

But the price was a heavy-burden-of-seeing. H’ahn-Ra could see the spiritual-echoes of all who had died in the cave for a thousand-years. He saw the “shouting-ghosts” as clear-pictures. He saw the material-names of the very rocks: “Ancient-Grit,” “Blood-Stone,” “Secret-Lever.” The information was a flood-water in his head-meat. He became the Paradox; he was a man who saw everything but could no longer look at the sun without his brain-melting like tallow-wax.

He survived the Deathly-Dark, but he was ever-after a prisoner of the Watch. He could not sleep, for the Rat-Zodiac in his wrist-grasp would click-click-click whenever a flea felt aggression. He became the Eternal-Sentinel, a man of nickel and bone, until his avatar-meat vaporized into a cloud of sparks and crystals, leaving the 819-Grasp upon the cave-floor for the next soul-traveler to find.

Moral of the Story: He who seeks to see all that is hidden must also learn to live with a mind that has no doors for the silence.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Alarum of the Four-Fold Void Classification: Artifact (Tome-equivalent Sensory Conduit) Item Description: A heavy bracer of unnervingly smooth bone and tarnished silver. The central sapphire appears to contain a swirling, miniature nebula that pulses in time with the wearer’s heartbeat.

  • Sanity Cost: 1d6 Sanity points to attune; 1 point per activation of active powers.
  • Vigilant Intuition (Passive): The wearer receives a Bonus Die on all Spot Hidden, Listen, and Sense Danger (or Psychology to detect intent) rolls.
  • The Rat’s Trepidation (Passive): The wearer cannot be surprised by any creature with hostile intent within 20 yards. The device vibrates, granting the user an automatic DEX or Dodge roll even if they were unaware of the attacker.
  • Echoes of the Long Night (Active): By spending 10 minutes in a meditative dance (POW roll), the user perceives “Spiritual Echoes.” The Keeper reveals a silent, ghostly reenactment of a significant emotional event occurring in that spot within the last 48 hours.
  • Pinpoint Flare (Active): Spend 1 Magic Point to force the device to emit a psychic “ping.” This reveals the exact location of any invisible, out-of-phase, or hidden entity within 60 feet for one round.
  • The Burden of Truth (Drawback): While active, the user suffers a Penalty Die on all Charm or Persuade rolls as they appear predatory and distracted by unseen sights.

Blades in the Dark

Unique Name: The Spark-Craft Sentinel 819 Classification: Fine Vancian Accessory (Potency: Tier IV) Item Description: An intricate bracer-locket of white antler and nickel, humming with a high-frequency ghost-field resonance.

  • Load: 1 (Worn on wrist).
  • Quality: Fine (+1d to engagement rolls or actions involving scouting/defense).
  • The Watcher’s Eye (Passive): You have Potency when you Survey or Study to detect ambushes, hidden traps, or spiritual residue. You can see through walls and magical darkness within a “short” distance.
  • Evasion Runic Field (Passive): You gain +1d to Resistance Rolls against physical harm or surprise.
  • Grand Mirage (Special Ability): Spend 2 Stress to create a complex illusion (Visual, Auditory, Olfactory) that affects a wide area. This counts as a Great Effect for distracting or confounding guards/enemies for the duration of a scene.
  • True Name Strike (Special Ability): When you Hunt or Skirmish a target revealed by the bracer, you may spend 1 Stress to gain +1 Effect, representing the doubled damage of a “True Name” strike.
  • Overwhelm (Complication): If you roll a 1-3 on an action using the bracer, you take 1 Level of Harm “Sensory Exhaustion” as the multiversal data floods your mind.

Dungeons & Dragons (5th Edition)

Unique Name: Paradox Bracer of the Eternal Sentinel Classification: Wondrous Item, Rare (Requires Attunement) Item Description: Crafted from bone-white stag antler and silver-nickel alloy, this bracer features a rotating zodiac dial around a glowing amber sapphire.

  • Armor Class: You gain a +2 bonus to AC while wearing this bracer.
  • Sentinel’s Awareness (Passive): You have a +5 bonus to Passive Wisdom (Perception) and cannot be surprised while conscious. You gain a blindsight range of 60 feet specifically for detecting creatures with hostile intent.
  • Celestial Flare (Action): You trigger a harmonic chime. All hidden doors, traps, and inanimate magical objects within 30 feet glow with a soft amber light for 1 minute.
  • Owl’s Step (1/Day): You perform a 1-minute ritual dance. For the next hour, you can see the “ghostly imprints” of creatures that have passed through the area in the last 48 hours. You have advantage on Wisdom (Survival) checks to track them.
  • Reaction (Evasive Flare): When a creature you can see hits you with an attack, you can use your reaction to flare the sapphire. Roll a d20 + your Dexterity modifier. If the result is higher than the attack roll, the attack misses as you magically shift 10 feet to an unoccupied space without provoking opportunity attacks.
  • Curse of the Tiered Soul: If a creature of 4th level or lower attunes to this item, they must succeed on a DC 15 Constitution saving throw every 4 hours or take 1d4 psychic damage as the item’s power overwhelms their soul.

Knave (2nd Edition)

Unique Name: The 819-Rat’s Wrist-Grasp Classification: Magical Accessory (1 Slot, Worn) Item Description: A heavy bone-and-metal bracer that clicks rhythmically and smells of ozone.

  • Vigilant Instinct (Passive): You gain Advantage on all checks to detect traps, secret doors, or ambushes. You always know the “Safety Level” of your current room or hex.
  • Whirling Defense (Passive): Your Armor Defense increases by +2. You gain Advantage on saving throws to dodge area-of-effect spells or traps.
  • Celestial Flare (Active): Once per day, you may use an action to reveal the names and materials of all items and traps within a 30-foot room.
  • Spiritual Echoes (Active): By spending 10 minutes in meditation (once per day), the Referee describes a silent vision of a significant event that happened in your current location within the past 2 days.
  • True Name Strike: If you know a foe’s name (revealed by the bracer’s passive scan), your next successful attack against them deals double damage.
  • The God’s Pain (Rule): If you occupy more than your allotted item slots while wearing this, you take 1d4 damage every 10 minutes until you are within your limit.

Fate (Core / Condensed)

Unique Name: The Paradoxical Bracer of the 819th Vigil Classification: Magical Extra (Requires 1 Refresh)

  • Aspect: Hyper-Vigilant Eye of the Rat. You may invoke this aspect to gain a +2 or a reroll on any Notice or Investigate roll. It may be compelled to make the character obsessive or overwhelmed by sensory minutiae.
  • Passive — Sentinel’s Focus: You may use Notice instead of Physique or Athletics to defend against physical or social ambushes. You gain a +2 to defend against Deceive actions intended to misdirect you.
  • Stunt — Grand Spatial Mirage: Once per session, you can create a scene-wide Advantage aspect (e.g., Disorienting Hallucinations) with two free invokes, affecting the visual, auditory, and olfactory senses of all enemies in the zone.
  • Stunt — True Name Insight: When you successfully Create an Advantage on an opponent by “identifying” them with the bracer, you discover their High Aspect. The next time you invoke an aspect against that opponent, the bonus is +4 instead of +2.
  • Stunt — Evasive Flutter: Once per scene, when you are hit by a physical attack, you may spend a Fate Point to negate the stress and immediately move one zone to a safe location.

Numenera & Cypher System

Unique Name: The 819 Chrono-Sentinel Classification: Artifact (Level 4)

  • Form: An elaborate bracer of bone-white synth and etched nickel with an amber-glowing internal core.
  • Effect (Passive): While worn, the user has an Asset on all Speed Defense rolls and all Intellect tasks related to perception, identifying creatures, or detecting transdimensional entities.
  • Effect (Active — Deep Scan): By spending 2 Intellect points, the user can “Identify” a target within long range, revealing its level, its primary motive, and one potential weakness.
  • Effect (Active — Echoic Vision): The user concentrates for one minute (1 Intellect point). They perceive a ghostly playback of the most significant event to occur in their immediate vicinity within the last 48 hours.
  • Effect (Active — Celestial Flare): As an action, the bracer emits a high-pitched chime. All hidden traps and secret switches within short range are revealed to the user as glowing amber outlines for 10 minutes.
  • Depletion: 1 in 1d20. Upon depletion, the amber core dims and must be recharged with a minor magic crystal or a “Mana Boost.”

Pathfinder (2nd Edition)

Unique Name: Sentinel’s Paradox 819 Classification: Item 4; Uncommon, Divination, Illusion, Invested, Magical, Worn

  • Usage: Worn (Wrist); Bulk: L
  • Perception of Intent (Passive): You gain a +2 item bonus to Perception checks and to Initiative rolls. You are never flat-footed to hidden or undetected creatures of your level or lower.
  • Nimble Evasion (Passive): You gain a +1 item bonus to AC and Reflex saves. You can move through difficult terrain without a movement penalty.
  • Celestial Flare [One-Action] (Concentrate): You trigger the zodiac dial. You automatically detect all inanimate hazards and secret doors within a 15-foot emanation. You learn their names and materials (e.g., “Stone Pressure Plate”).
  • Owl’s Step Ritual [1 Minute] (Concentrate, Exploration): You gain the effects of the Object Reading spell, but the vision manifests as a silent, ghostly reenactment of a significant event from the past 48 hours in your current location.
  • Pinpoint Flare [Reaction] (Visual): Trigger: A creature targets you with an attack. Effect: The bracer flares. The attacker must succeed on a DC 19 Will save or become Dazzled for 1 round. Regardless of the save, you gain a +2 circumstance bonus to AC against the triggering attack and may Step.

Savage Worlds (Adventure Edition)

Unique Name: The 819 Zodiac Bracer Classification: Minor Relic (Tier 4)

  • Attributes: Athletics +2, Notice +2.
  • Alertness (Passive): The wearer gains the Alertness Edge. If they already have it, the bonus to Notice increases to +4. They are never considered Unaware for the purposes of The Drop.
  • Evasion (Passive): The wearer gains a +1 bonus to Parry and a +2 bonus to Agility rolls made to evade area-effect attacks.
  • Identify (Active): As a Limited Action, the user may roll Smarts to identify a foe. A success reveals the target’s Toughness and their lowest Attribute. A Raise reveals any Vulnerabilities or the target’s True Name (granting a +2 bonus to the next damage roll against them).
  • Grand Mirage (Active): As an action, the user can cast the Illusion power using Smarts as their arcane skill. This illusion affects sight, sound, and smell.
  • The Pain Interval (Drawback): If the wearer exceeds their allotted item slots (19 at Tier 1), they must roll 2d4 at irregular intervals (GM’s discretion). The higher die is the minutes until the next roll; the lower die is the Wounds taken (ignoring armor).

Shadowrun (6th World)

Unique Name: Zodiac-Sentinel 819 Focus Classification: Power Focus (Rating 4) / Sustaining Focus (Detection) Item Description: A sophisticated magical conduit appearing as a bone-and-metal bracer. It utilizes mana-circuitry to process the “astral weather” of a room into direct neural feedback.

  • Availability: 8F (Forbidden)
  • Cost: 72,000¥
  • Magical Feedback (Passive): The focus adds its Rating (4) to all Perception and Assensing tests. It also grants +2 to the user’s Defense Rating.
  • Astral Vigilance (Passive): The focus pings the user’s DNI whenever an entity with hostile intent or an active spell/spirit enters within 30 meters. The user is never considered surprised by such entities.
  • Echoic Reconstruction (Active): By spending 1 Minor Action and 1 point of Edge, the user can “see” the astral footprints and psychic residue of events occurring in their current location within the last 48 hours.
  • Target Analysis (Active): As a Major Action, the user can “Identify” a target. This reveals the target’s Professional Rating, visible Cyberware, and current Physical/Stun track status.
  • True Name Spike: If the user knows the target’s True Name (revealed via Assensing), they gain +4 to the Attack Rating and +2 Damage Value for their next attack against that target.

Starfinder (2nd Edition / Playtest)

Unique Name: 819 Paradox Vancian Bracer Classification: Wondrous Item / Hybrid (Tier 4) Item Description: A sleek, bio-engineered bone bracer reinforced with nickel-silver alloy. It uses quantum-entangled amber crystals to provide 360-degree threat assessment.

  • Level: 4; Price: 2,100 Credits; Bulk: L
  • Usage: Worn (Wrist)
  • Sentinel Awareness (Passive): You gain a +2 insight bonus to Perception checks and your Initiative rolls. You gain Blindsight (Hostility) 60 ft., allowing you to detect the location of creatures with aggressive intent regardless of cover or invisibility.
  • Acrobatic Reinforcement (Passive): You gain a +2 item bonus to Acrobatics and Athletics checks. You ignore difficult terrain while moving.
  • Celestial Flare (Action): As a standard action, the bracer emits a harmonic chime. All traps, hazards, and secret doors within 30 feet are highlighted with a glowing outline for 1 minute.
  • Owl’s Step (1/Day): You perform a 1-minute ritual. For the next hour, you can see “holographic” echoes of past events (up to 48 hours ago). You gain a +4 bonus to checks made to track creatures through this area.
  • Reaction (Evasive Warp): When you are targeted by an attack, you can use your reaction to increase your AC by +4 against that attack. If the attack misses, you can instantly teleport 10 feet to an unoccupied space you can see.

Traveller (Mongoose 2nd Edition)

Unique Name: Precursor 819 Reconnaissance Vane Classification: TL-16 Artifact (Non-Electronic) Item Description: A weightless bracer of white antler-like composite and non-reactive silver alloys. It interfaces with the user’s nervous system via high-frequency resonance.

  • TL: 16; Weight: 0.3 kg; Cost: MCr 4.5
  • Hyper-Awareness (Passive): The user receives DM+2 to all Recon, Investigate, and Sensors checks. The user is never surprised by biological or psionic entities within 50 meters.
  • Tactical Evasion (Passive): The user receives DM+1 to all DEX-based skill checks and DM-2 to be hit by any ranged attack as the bracer provides micro-second warnings of incoming projectiles.
  • Echo Playback (Active): The user may spend 1D minutes in stillness to reconstruct a localized holographic playback of events from the last 48 hours. This is perceived only by the user’s mind.
  • Target Vulnerability (Active): As a Significant Action, the user can identify the “Stats” of a target. The Referee reveals the target’s Armor value and their weakest Characteristic DM.
  • Limitations: Being non-electronic, it is immune to EMP, but in “Deathly” high-radiation or high-pressure zones, the mechanical zodiac gears may lock (requiring an Average (8+) Mechanic check to clear).

Warhammer Fantasy Roleplay (4th Edition)

Unique Name: The 819th Witch-Sight Talisman Classification: Minor Artifact (Wrist Slot) Item Description: A bracer of stag antler and silver inscribed with runes of the Whirling Wind. It provides a terrifyingly clear view of the “Purple Wind” of magic and the intentions of men.

  • Price: 15 Rhodium Shillings (Unique); Enc: 0
  • Vigilance of the Rat (Passive): The wearer gains the Sixth Sense and Alertness Talents. If already possessed, the wearer gains a +20 bonus to all Perception Tests involving ambush or hidden items.
  • Whirling Grace (Passive): The wearer gains +10 to Agility and Dodge Tests. The wearer ignores penalties for difficult terrain (mud, thickets, etc.).
  • Celestial Flare (Action): The wearer concentrates for a round. All traps and hidden mechanisms within 10 yards are revealed. The wearer learns the “Qualities” and “Flaws” of any weapon held by a foe within sight.
  • Read the Echoes (Ritual): By meditating for 10 minutes, the user makes a Hard (-20) Intuition Test. On success, they receive a silent, ghostly vision of an event from the past 48 hours.
  • Taint of the Sentinel: Using the Active powers requires a Challenging (+0) Cool Test. On a failure, the user gains 1 Fatigued Condition as the flood of multiversal data overloads their biological mind.