Lore
- The creation of this artifact occurred when a master architect, attempting to design a spire that bridged the gap between the earth and the astral plane, consulted a conclave of obsidian alchemists, an eccentric horologist, and a solitary hermit.
- Seeking to map the precise coordinates of time, space, and human interaction, these disparate creators attempted to synchronize their most potent tools.
- The ritual utilized the overwhelming pressure of temporal aether to forcibly condense the physical matter of a golden pocket watch, a silver filigree compass, an asymmetrical copper ring, and a brass-handled magnifying glass.
- The magical and physical forces clashed violently. The architectural desire for perfect foundational symmetry warred with the chaotic social static of the hermit’s dream and the comically erratic predictions of the horologist’s clockwork.
- Ultimately, the intense starlight calibration of the alchemical lens fused the conflicting elements at a molecular level.
- The resulting artifact ceased to be a collection of distinct tools and permanently transmuted into a solitary, indivisible physical object that perfectly embodies the uncomfortable friction of history, the absurdity of the future, and the elemental weight of the present.
Description
- The artifact is a single, continuous physical object that functions as a jagged, asymmetrical monocle.
- It does not exist as an integrated group of items or a clustered collection of parts; all original physical borders and separate identities of the watch, compass, ring, and magnifying glass have been entirely eradicated.
- The frame of the monocle is a fused, swirling alloy of polished brass, dull copper, brilliant gold, and silver filigree, textured with embedded strands of petrified coconut fiber.
- The single lens is a jagged shard of cloudy, translucent sea-glass that ripples with a silvery-blue light.
- Tiny, intricate clockwork gears and shifting celestial constellations are suspended directly within the solid structure of the metal frame and the glass itself.
- The object emits a constant, high-pitched static hum layered over the harmonic chime of a distant bell and the rapid, erratic ticking of a clock mechanism.
- It perpetually radiates the combined scent of old parchment, damp earth, cold spring water, and highly charged ozone.
- The monocle attaches directly to the area over the user’s eye without straps, maintaining its position through a magical, slightly uncomfortable pinching sensation on the skin.
Specific Slot
- Worn Item (Head/Eye Slot)
Stats
- Tier: 4
- Weight: 0.3 lbs
- Value: 450 Platinum
- Durability: Unyielding against all mundane physical damage, requiring Tier 4 or higher magical forces to alter or break its structural integrity.
- Attunement: Required by holding the object to the eye while experiencing a profound moment of social embarrassment or architectural revelation.
Skills Gained While Openly Worn
- Temporal Architecture: The innate ability to instantly analyze the historical construction, elemental foundation, and hidden structural weaknesses of any building or ruin by observing the temporal echoes of its creation.
- Erratic Divination: The capacity to interpret highly convoluted, magically chaotic, or seemingly nonsensical omens and weather patterns to extract usable, factual data about imminent celestial or environmental shifts.
- Frictionless Acrobatics: A specialized physical proficiency that allows the user to execute flawless evasive maneuvers, tumbles, and falls specifically when recovering from accidental trips, environmental collapses, or sudden social startles.
- Empathic Interrogation: The ability to glean deep, hidden truths and embarrassing secrets from individuals by detecting the minute, uncomfortable shifts in their social static and temporal aura.
Tags
- Tier-4, Worn-Item, Head-Slot, Single-Physical-Object, Temporal-Magic, Elemental-Architecture, Social-Friction, Whimsical-Divination, Asymmetrical-Alloy, Sea-Glass-Lens, Starlit-Clockwork, Cringe-Inducing, Historical-Projection, Harmonic-Static, Chrono-Optical, Social-Static, Clockwork-Oracle, Architectural-Insight, Fused-Relic, Unpredictable-Forecast, Embarrassment-Aura, Temporal-Distortion, Mind-Reading, Reality-Bending, Spatial-Navigation
Multiple Passives Magic
- The Starlit Fumble: The user is permanently surrounded by a localized field of social and temporal static. Opponents attempting to read the user’s mind, scry their location, or predict their movements experience a barrage of cringe-inducing social memories and flashing historical blueprints, imposing a severe penalty to their mental defense and passive perception. The user’s own physical movements become erratic and unpredictable to onlookers, causing hostile attacks to frequently miss as the user awkwardly but successfully stumbles out of the weapon’s path.
- Architectural Chrono-Tick: The monocle continuously feeds the user a dual stream of information without requiring activation. The user sees a brightly lit, historically accurate overlay of the past environment superimposed over the present, revealing old trap doors, buried foundations, and forgotten paths. Simultaneously, the internal ticking generates random, comically absurd predictions of the immediate future in the user’s mind, which occasionally contain cryptic but vital warnings about unseen elemental hazards or structural collapses.
- Elemental Wallflower: When the user stands perfectly still, the artifact masks their presence by amplifying the social discomfort of the area. Sentient creatures will subconsciously ignore the user to avoid acknowledging the awkward energy radiating from them. During this stillness, minor elemental spirits of air and earth are passively drawn to the user, stabilizing the ground beneath their feet and ensuring they cannot trigger pressure plates or unstable flooring.
Multiple Active Magics
- Sympathetic Epoch Projection (Normal Activation): The user focuses the sea-glass lens to project a 20-by-20 foot holographic illusion of a significant historical tragedy or betrayal that occurred in the local area. The projection is deeply infused with the magic of social friction. All hostile creatures within the projection range must resist the magic or be overwhelmed by a crippling wave of sympathetic embarrassment and temporal disorientation. Affected targets drop their held items, stutter their verbal commands, and lose their actions for the round as they become hyper-aware of their own flaws amid the historical echoes.
- Audacious Elemental Forecast (Concentration Activation): The user stares through the monocle to forcibly align the erratic celestial predictions with the physical environment. By concentrating for one minute, the user summons a highly localized, bizarre weather anomaly—such as a torrential downpour of harmless, glowing snow inside a sealed fortress, or a sudden, harmless meteor shower in a subterranean cavern. This phenomenon serves to completely distract and disorient all enemies in the area. While the anomaly persists, minor elemental spirits guide the user and their allies through the chaos, revealing the safest, most structurally sound paths to bypass the distracted foes.
- Interpretation of the Shifting Foundation (Insight Activation): By enduring a sharp, painful pinch from the monocle’s frame, the user peers directly into the true nature of a target structure or a specific individual. For a structure, the monocle highlights the exact load-bearing weaknesses and elemental flaws, guaranteeing a catastrophic collapse if struck in the designated location. For an individual, the monocle reveals their most deeply guarded, awkward secret or historical failing. The user can then weaponize this information, shouting the embarrassing truth or structural flaw to shatter the target’s magical focus, confidence, or physical defenses completely.
Item Hit Points and Magic Disablement
- The Asynchronous Monocle of the Wavering Epoch 6109 possesses a highly concentrated structural and magical integrity represented by a maximum threshold of 80 hit points.
- Because the artifact was forged through a violent molecular fusion driven by temporal aether and starlight calibration, it exists as a singular, indivisible physical object. Therefore, damage cannot be applied to individual components such as the sea-glass lens, the copper wiring, or the internal clockwork gears; any targeted attack applies damage to the artifact’s total hit point pool as a whole.
- The monocle is entirely immune to mundane physical damage, standard environmental weathering, and any magical forces originating from Tier 1, Tier 2, or Tier 3 sources. These lesser forces simply glance off the unyielding asymmetrical alloy or are passively deflected by the artifact’s localized field of social and temporal static.
- To successfully reduce the item’s hit points, the monocle must be explicitly targeted by Tier 4 or Tier 5 weapons, or by spells that utilize overwhelming spatial disruption, concentrated elemental earth or air strikes, or magic specifically designed to sever temporal tethers.
- If the artifact sustains targeted damage that reduces its hit points to exactly zero, the physical form of the monocle does not shatter, splinter, or separate back into its original four items. Instead, the conflicting internal forces of architectural symmetry, chaotic social friction, and erratic divination collapse into a highly pressurized dormant state.
- Upon reaching zero hit points, the jagged shard of cloudy sea-glass turns completely opaque and loses its silvery-blue rippling light. The microscopic clockwork gears and shifting celestial constellations suspended within the metal and glass freeze completely in place. The constant high-pitched static hum and harmonic chime immediately cease, and the persistent scent of ozone, old parchment, damp earth, and cold spring water dissipates entirely, rendering all passive and active magics completely inert and useless to the wearer.
Item Repair Mechanics
- Repairing the disabled Asynchronous Monocle of the Wavering Epoch 6109 requires a highly specific and unorthodox ritual that addresses the diverse and conflicting magical origins of its fused components, meaning mundane mending magic or traditional blacksmithing will have absolutely no effect on restoring its hit points.
- The repair process must take place within an environment that satisfies the foundational elements of the original items: the artisan must bring the dormant monocle to a location of extreme architectural significance, such as a grand cathedral or a towering spire, while that location is simultaneously hosting a highly populated, tense, and deeply awkward social gathering.
- The artisan attempting the restoration must possess at least Tier 4 proficiency in the Arcane Arts and a deep understanding of Temporal Alchemy, ensuring they can safely manipulate the frozen temporal aether without causing a localized paradox.
- The physical restoration requires the artisan to apply a fresh coating of raw temporal aether and a vial of “Linger-Mist”—captured from the air of a room immediately after an argument has ended—directly onto the surface of the opaque sea-glass lens.
- While the mist is applied, the artisan must utilize a precision tool crafted from meteoric iron to manually catch and force the frozen internal clockwork gears to turn, reintroducing the necessary kinetic momentum into the dormant matrix.
- Throughout this physical manipulation, the artisan must perfectly recite the verses of Ballad 382 to invoke the architectural stability required to hold the item together under pressure.
- Simultaneously, to reignite the core of social friction required by the artifact, the artisan must deliberately commit a highly visible social blunder or physical fumble during the chanting, drawing the uncomfortable stares and sympathetic embarrassment of the surrounding crowd directly into the lens.
- If the ritual is completed successfully without breaking the chaotic rhythm of the chanting and the physical winding, the liquid aether and mist will absorb into the glass. The gears will suddenly snap back into their erratic, ticking motion, the glass will instantly clear back to its silvery-blue state, and the item’s 80 hit points will be fully restored, immediately reactivating all associated passive and active magical properties.
Methods of Obtaining the Asynchronous Monocle of the Wavering Epoch 6109
- The artifact may be obtained through the direct, highly volatile commission of an uneasy alliance between a Tier 4 Master Architect, a high-ranking Obsidian Alchemist, and a hermit savant. This requires the seeker to independently supply the original four Tier 1 items and secure a location of extreme architectural significance that is simultaneously hosting a tense, highly populated, and deeply uncomfortable social gathering to fuel the forging process.
- The monocle may be discovered in the deepest, most heavily warded sections of ancient, ruined clock-towers or collapsed celestial observatories located in unsafe or deathly areas, where the fabric of time and social reality has severely frayed.
- The item may be claimed by defeating a highly advanced Tier 4 gestalt avatar, such as a rogue diplomat or a mad chronomancer, who uses the artifact to manipulate high-society courts and predict elemental weather patterns. Upon their defeat, the physical monocle will be left behind alongside their crystallized remains.
The Obsidian Alchemist’s Grand Exchange
- These heavily fortified, elite guild halls are located in the center of massive megacities, operating under strict regulations to prevent temporal anomalies and architectural sabotage.
- Buying the monocle here is a rigid, formal process requiring the buyer to pass a Tier 4 Arcana examination to prove they will not accidentally trigger an audited historical collapse. The transaction takes place in a mathematically perfect, soundproof room to contain the artifact’s high-pitched static hum and erratic clockwork ticking.
- Selling the artifact to the Exchange involves guild arbitrators isolating the monocle in a vacuum chamber to test the purity of the temporal aether and the integrity of the sea-glass lens. If the social friction magic has contaminated the structural blueprints, they will forcefully lower the price.
- Buying Cost: 650 Platinum. The cost covers the verified stability of the item, the prestige of the guild, and the lead-lined containment box provided for transport.
- Selling Cost: 400 Platinum. The Exchange deducts a heavy processing fee to cover the dangerous temporal alchemy required to safely store and study the artifact without succumbing to its cringe-inducing aura.
The Archive of Unspoken Epochs
- Found hidden behind shifting bookshelves in aristocratic districts, these quiet, velvet-lined library-shops cater exclusively to elite spies, blackmailers, and information brokers who value the item’s ability to read social static and historical betrayals.
- Buying the monocle requires the purchaser to endure an agonizingly awkward, silent transaction where neither the merchant nor the buyer acknowledges the erratic ticking or the sudden phantom smells of damp earth and ozone. The buyer must prove they can withstand the artifact’s passive magic without breaking composure or visibly sweating.
- Selling the item here requires the seller to deliberately weaponize the monocle’s passive magic during the negotiation, forcing the archivist to experience a wave of sympathetic embarrassment to secure a higher payout. The transaction is sealed when the seller uses the monocle to whisper a forgotten historical secret to the buyer.
- Buying Cost: 750 Platinum. The premium price reflects the item’s unparalleled utility in high-society espionage and the absolute discretion of the archivists.
- Selling Cost: 550 Platinum. Archivists pay handsomely for the artifact, as its capacity for empathic interrogation and unlocking architectural flaws is highly prized by their shadow-clientele.
The Drifting Temporal Bazaars
- These mobile black markets are situated on massive, steam-powered zeppelins that actively chase magical weather anomalies across the skies of Saṃsāra, completely bypassing local guild laws and aristocratic etiquette.
- Buying the artifact involves a chaotic, rushed exchange in a crowded, swaying tent where the erratic celestial predictions of the monocle might cause localized, harmless indoor snowstorms during the haggling process. The seller is likely a disgraced scholar or a tomb robber eager to offload the volatile item before it causes a social or temporal catastrophe.
- Selling the monocle to the Bazaar is a rapid liquidation process. The merchants ask no questions about the item’s curse of awkwardness, its historical origins, or the mismatched copper wire jutting from the brass frame, making it the perfect place to drop a stolen or excessively troublesome Tier 4 artifact.
- Buying Cost: 500 Platinum. The lower price reflects the inherent risk of the transaction, the lack of any authenticity guarantees, and the highly unstable environment of the floating market.
- Selling Cost: 300 Platinum. The Bazaar merchants severely undercut the item’s true value, exploiting the seller’s need for immediate, untraceable Platinum currency before the zeppelin departs the airspace.
Roleplay Dynamics of the Asynchronous Monocle in Various Environments
- The Asynchronous Monocle of the Wavering Epoch 6109 dictates a highly specific method of engagement, transforming physical and social combat into a chaotic display of temporal distortion, architectural exploitation, and severe interpersonal discomfort.
- Operating this single physical artifact requires the user to weaponize the constant high-pitched static hum and the erratic ticking of the internal clockwork gears, leaning into the forced awkwardness rather than fighting it.
Designated Safe and Somewhat Safe Areas
- In guarded palaces, high-society galas, or walled towns where armor class is tripled or doubled, outright physical violence is exceptionally rare, shifting the focus of combat entirely to political maneuvering, espionage, and social destruction.
- Defense (Social Invisibility and Cringe Deflection): The user relies on the Elemental Wallflower and The Starlit Fumble to navigate hostile social waters. When a rival noble or an aggressive diplomat attempts to verbally corner the user or scry their intentions, the player roleplays standing perfectly still while the jagged sea-glass lens pulses with a silvery-blue light. The user intentionally allows the scent of damp earth and stale coffee to waft from the artifact. The monocle amplifies the social discomfort of the room to an unbearable degree, causing the attacker’s mental probe to be met with a barrage of cringe-inducing memories. The attacker is forced to physically look away and subconsciously ignore the user, abandoning their line of questioning simply to escape the overwhelming aura of sympathetic embarrassment.
- Offense (Empathic Sabotage and Historical Revelation): Offensive action in a safe environment is executed through Interpretation of the Shifting Foundation and Sympathetic Epoch Projection. During a tense negotiation, the user endures the painful pinch of the monocle’s brass and copper frame to peer into the target’s temporal aura. The player roleplays the sudden acquisition of a deeply guarded, highly embarrassing secret belonging to the target. To strike, the user does not draw a weapon; they project a 20-by-20 foot holographic illusion of the target’s past failure or a historical betrayal that occurred in that exact room. The user loudly and abruptly stutters the target’s secret, weaponizing the awkwardness. The sheer social friction paralyzes the target and the surrounding courtiers, completely destroying the target’s political leverage and leaving them physically stuttering and incapable of taking hostile action.
Normal Areas
- In environments like deep forests, standard trade roads, or sprawling plains, the user relies on their base armor class, facing a combination of natural predators, bandits, and environmental hazards.
- Defense (Frictionless Stumbling and Structural Avoidance): Defense is dictated by Frictionless Acrobatics and the Architectural Chrono-Tick. When ambushed by a pack of beasts or a group of highwaymen, the user does not execute a traditional parry or block. Instead, the player roleplays a sudden, clumsy trip over an exposed root or a highly uncoordinated flail of the arms. Because the monocle dictates the temporal flow of the fumble, the user accidentally perfectly evades every incoming strike, tumbling safely out of the weapon’s path while the attackers swing at empty air. Simultaneously, the historical overlay provided by the lens highlights stable ground, ensuring the user’s clumsy retreating steps never land on a hidden trap or a structurally unsound patch of earth.
- Offense (Erratic Weather and Elemental Guidance): Offensive strikes are initiated by utilizing the Audacious Elemental Forecast. The player describes staring through the translucent sea-glass, concentrating until the erratic ticking aligns with the local atmosphere. The user summons a bizarre, highly distracting localized weather anomaly right over the enemy camp, such as a sudden downpour of heavy, glowing snow or a highly localized, harmless meteor shower. As the enemies drop their guard to react to the absurd weather and the sudden smell of highly charged ozone, the user relies on the minor elemental spirits drawn by the monocle to guide their strikes. The user moves through the chaotic weather anomaly along the most structurally sound pathways, delivering blows while the enemies are completely disoriented by the temporal and environmental static.
Unsafe and Deathly Areas
- In the deepest, most hazardous regions of Saṃsāra, such as the Shattered Isles or the Abyssal Chasm, armor class is severely penalized. In unsafe areas, armor class is cut in half, and in deathly areas, it is reduced entirely to zero, meaning every single attack automatically hits. Survival depends entirely on preventing the enemy from executing an attack or altering the physical environment to crush them.
- Defense (Absolute Disorientation and Evasion): In a deathly area where taking a hit means instant death, the user maximizes the output of The Starlit Fumble. As a lethal strike descends, the player roleplays the monocle emitting a deafeningly loud, high-pitched static hum and the jarring sound of a screeching chair. The overwhelming localized field of social and temporal static floods the attacker’s senses with extreme temporal disorientation and second-hand embarrassment. The attacker’s physical coordination completely fails due to the temporal lag induced by the artifact, causing them to drop their weapon or stumble wildly off balance before the strike can connect, completely bypassing the need for an armor class check.
- Offense (Architectural Collapse and Temporal Paralysis): When an overwhelming force must be neutralized in an unsafe zone, the user engages the Interpretation of the Shifting Foundation strictly for architectural destruction. The player roleplays scanning the ancient ruins or subterranean cavern through the rippling sea-glass lens. The monocle highlights the exact load-bearing weaknesses and elemental flaws of the surrounding deathly environment. The user then aims a single, precise physical strike or spell at the identified structural weak point. The resulting catastrophic collapse buries the hostile forces under tons of stone and debris. If enemies survive the collapse, the user immediately follows up with Sympathetic Epoch Projection, forcing the surviving, injured foes to experience a crippling wave of historical tragedy and social paralysis, ensuring they cannot recover or launch a counterattack.

Perception of Activation:
Visual Perception (Sight)
- User’s Perspective: The immediate environment is overlaid with a chaotic, shimmering combination of historical blueprints, erratically shifting celestial constellations, and a persistent, staggering visual lag. The user sees the brightly lit, historically accurate past of the architecture superimposed over its present state, with load-bearing flaws and hidden pathways highlighted by crackling, microscopic arcs of silvery-blue energy. Moving entities leave a delayed, phantom after-image, making their actions appear uncoordinated, foolish, and slightly out of phase with reality.
- Observer’s Perspective: The jagged, cloudy sea-glass lens of the monocle flares with a rippling, silvery-blue light that contains the tiny, rapid movement of clockwork gears and starlight. The user’s eye behind the lens appears to dart wildly, tracking invisible lines in the air. The user’s own physical movements appear jerky, asymmetrical, and entirely devoid of natural rhythm, making them painful and frustrating to watch.
- Positives: The user gains absolute visual clarity regarding structural integrity, instantly identifying hidden trap doors, ancient foundational weaknesses, and the exact social openings or physical gaps in an opponent’s defensive posture caused by their visual “lag.”
- Negatives: The constant influx of overlaid timelines, architectural data, and social static causes severe visual clutter. Depth perception is heavily distorted, making simple, mundane hand-eye coordination highly difficult without relying on the artifact’s frictionless stumbling mechanics.
Auditory Perception (Hearing)
- User’s Perspective: A relentless, cacophonous symphony fills the ears. A high-pitched, mosquito-like static hum is layered directly over the erratic, rapid ticking of internal clockwork mechanisms. Beneath this noise, a soothing, harmonic bell chimes out of rhythm, frequently interrupted by the jarring, phantom sounds of a screeching chair, a throat clearing in a silent room, or the distant rumbling of shifting stone foundations.
- Observer’s Perspective: A faint, frantic ticking sound emanates from the brass and copper frame, mixed with a discordant, high-frequency vibration that resembles a fingernail tapping against glass. The combined noise is deeply unsettling and makes listeners want to grind their teeth or cover their ears.
- Positives: The bizarre, layered noise acts as an absolute filter against deceptive magical auditory illusions, sirens, or sonic attacks. It allows the user to distinctly hear the physical, telltale signs of a lie, such as a sudden intake of breath, a dry swallow, or an irregular heartbeat in a target.
- Negatives: The overwhelming volume of the internal temporal and social harmonics severely dampens the user’s ability to hear mundane, quiet sounds, making it exceptionally difficult to focus on a single speaker in a crowded room or detect the approach of non-magical, stealthy entities.
Tactile Perception (Touch)
- User’s Perspective: The monocle grips the skin around the eye with a magical, constant, and highly uncomfortable pinching sensation, alternating between feeling painfully tight and terrifyingly loose. The user’s entire body feels enveloped in a “fizzy,” prickly numbness, as if their limbs have fallen asleep, while simultaneously experiencing a complete lack of physical friction against the ground.
- Observer’s Perspective: The user appears to be in a constant, miserable state of minor agitation, perpetually twitching, shifting their weight awkwardly, or reaching up to adjust the asymmetrical frame of the monocle. The air immediately surrounding the user feels highly ionized, carrying a faint static charge that repels physical contact.
- Positives: The “fizzy” lack of friction allows the user to execute flawless acrobatic recoveries, slipping effortlessly out of physical grapples, environmental collapses, or accidental falls without sustaining damage.
- Negatives: The persistent pinching and the numbing, prickly sensation completely ruin fine manual dexterity. Tasks requiring a steady hand, such as picking a lock, threading a needle, or drawing a map, become nearly impossible as the hands refuse to stop twitching.
Olfactory Perception (Smell)
- User’s Perspective: The nose is suddenly and violently flooded with a dense, contradictory mixture of odors. The sharp, metallic tang of highly charged ozone and cold spring water clashes directly with the heavy, stale scent of damp library parchment, undisturbed earth, and cold, forgotten coffee.
- Observer’s Perspective: Those standing in close proximity to the user are hit with a highly unnatural, dry scent of dust, nervous sweat, and lightning. The smell is deeply uncomfortable, often causing observers to physically step back or suppress the urge to sneeze.
- Positives: The overpowering, complex scent acts as an impenetrable olfactory anchor. It completely shields the user from inhaling toxic fumes, nauseating environmental stenches, or mind-altering, pheromone-based magical charms.
- Negatives: The sharp, contradictory smells are incredibly distracting and induce a mild, persistent headache during prolonged periods of activation, completely masking the user’s ability to track beasts by scent or detect the presence of mundane hazards like leaking gas.
Gustatory Perception (Taste)
- User’s Perspective: A phantom taste of cold, pure spring water washes over the tongue, only to rapidly sour into the biting, metallic tang of raw copper, old brass, and the dry chalkiness of pulverized stone.
- Observer’s Perspective: Observers do not directly taste the activation, though the heavy ionization and the social static in the air may leave a dry, bitter, copper-like taste in the mouths of those standing within the immediate aura.
- Positives: The sudden, metallic shock to the palate acts as a clarifying mental cleanser, providing a jarring sensation that instantly dispels magical lethargy, sleep effects, or psychic fog.
- Negatives: The lingering metallic and chalky tang heavily distorts the flavor of any mundane food or drink consumed while the artifact is fully active, rendering all meals tasteless or distinctly unpleasant.
Extra-Sensory Perception (Architectural Chrono-Tick)
- User’s Perspective: A crushing, omnidirectional awareness of the physical environment takes hold. The user simultaneously feels the historical weight of a structure’s original creation, its current elemental decay, and its highly improbable, comically absurd future destruction via bizarre weather anomalies. A distinct, magnetic pull guides the user’s limbs toward the most structurally sound pathways and the most devastating architectural weak points.
- Observer’s Perspective: The user seems to navigate chaotic, collapsing environments or treacherous terrain with impossible, blind luck, stepping exactly where a floorboard will not creak or a falling beam will not strike, moving with an eerie, disconnected precision.
- Positives: Provides absolute spatial and structural supremacy, ensuring the user can bypass complex traps, navigate non-Euclidean spaces, and collapse massive buildings with a single, precisely aimed strike to a load-bearing temporal flaw.
- Negatives: The massive cognitive weight of processing centuries of structural history and absurd elemental futures simultaneously can cause fatalistic detachment, severe paranoia about standing under ceilings, or extreme hesitation when entering new environments.
Extra-Sensory Perception (Empathic Social Friction)
- User’s Perspective: A visceral, stomach-churning wave of social nausea hits the user. They physically feel the deepest social insecurities, buried historical betrayals, and immediate awkwardness of every sentient being in the vicinity. The exact moment an interaction becomes uncomfortable for someone else registers as a sharp, cold pinch in the user’s gut.
- Observer’s Perspective: The user radiates an aura of pure judgment, secondhand embarrassment, and social static. Observers feel a crushing, metaphysical weight, as if their most embarrassing childhood memory or hidden failure has just been broadcast to the room, creating a desperate urge to flee the user’s presence.
- Positives: Provides infallible, terrifying leverage in any negotiation or interrogation. The user knows exactly when a target’s resolve is wavering and possesses the exact, embarrassing historical truth needed to completely shatter their confidence or political standing.
- Negatives: The constant, unfiltered influx of secondhand embarrassment, lies, and social static makes forming genuine emotional connections entirely impossible. The user is isolated in a sea of perceived awkwardness, and spending too much time around highly insecure individuals can cause the user to “catch” their embarrassment, briefly losing their own confidence.
Recipe: The Asynchronous Convergence of the Wavering Epoch
Items Merged
- Item 4729 of the Chronovision Lens
- Dream 217 of Awkwardness
- Temporal Trinket Ticker
- Ballad 382 of the Master Architect
Additional Materials Needed
- A crucible cast from the foundational stone of a collapsed, historically significant spire, necessary to withstand the intense pressure of architectural and temporal fusion.
- One vial of concentrated, liquid starlight, harvested during a comically inaccurate meteor shower.
- A single drop of cold sweat collected from a master orator who has just forgotten their speech in front of a massive crowd, serving as the ultimate catalyst for the social static.
- A handful of paradox dust, swept from the floor of a chronomancer’s laboratory, used to lubricate the conflicting timelines of the merged artifacts.
Tools Required
- A Temporal Forge powered by elemental air and earth, capable of simulating the crushing gravity of thousands of years of history.
- A pair of intentionally mismatched, rusted pliers, required to ensure the copper wire is bent at the most uncomfortable, jagged angles possible.
- A precision horologist’s loupe crafted from polished meteoric iron, needed to safely view and manipulate the erratic clockwork gears without succumbing to temporal vertigo.
- A tuning fork calibrated to the exact acoustic frequency of an awkward, echoing silence.
Skill Requirements
- Temporal Alchemy (Tier 4): The ability to manipulate the flow of time and fuse volatile aetheric components without causing a localized historical collapse.
- Master Horology: Extreme precision in handling microscopic, erratic clockwork mechanisms that refuse to follow standard mathematical logic.
- Architectural Masonry: A deep understanding of foundational load-bearing structures to ensure the physical frame of the artifact does not crush itself under its own magical weight.
- Empathic Manipulation: The psychological fortitude to endure intense waves of secondhand embarrassment and social cringe without breaking the crafting concentration.
Crafting Steps
- The Foundation of the Epoch: Begin by dismantling the Architect’s Compass. Extract the silver filigree and the elemental air/earth alloy needle. In the Temporal Forge, melt the brass handle of the Chronovision Lens and blend it with the silver and elemental alloy to form the base, swirling metal loop of the monocle.
- The Erratic Winding: Carefully extract the golden clockwork gears from the Temporal Trinket Ticker. While the brass-silver alloy is still molten, use the horologist’s loupe to embed the ticking gears directly into the metal frame. Sprinkle the paradox dust over the mechanisms to ensure they continue their comically unpredictable movements even as the metal cools and hardens around them.
- The Binding of Friction: Retrieve the bent copper wire and frayed coconut fiber from the Dream 217 of Awkwardness. Using the mismatched pliers, wrap these materials haphazardly around the pristine, cooling frame. You must actively resist the urge to make the wrapping symmetrical; the wire must be pulled painfully tight and jut out at jagged, uncomfortable angles to properly seat the social static.
- The Transmutation of the Lens: Place the flawless crystal of the Chronovision Lens and the jagged shard of translucent sea-glass from the Dream 217 into the stone crucible. Douse them in the vial of liquid starlight. Apply the maximum crushing pressure of the Temporal Forge until the two disparate glasses shatter and fuse at a molecular level into a single, rippling, cloudy shard of sea-glass that contains drifting celestial constellations.
- The Uncomfortable Seating: While the new sea-glass lens is still warm, force it into the asymmetrical frame. Do not attempt to carve the glass to fit the metal; you must aggressively wedge the jagged edges into the copper and brass until the frame physically groans under the stress and the glass looks like it might pop out at any moment.
- The Song of the Fumble: The physical object must now be unified through ritual. The artisan must strike the tuning fork of awkward silence and begin to sing the verses of the Ballad of the Master Architect. However, the artisan must deliberately sing the ballad off-key and stumble over the ancient words, infusing the architectural magic with raw, vocal embarrassment.
- The Final Catalyst: As the song reaches its most uncomfortable, fumbling crescendo, drop the single bead of orator’s sweat directly onto the center of the sea-glass lens.
- The Convergence: The sweat will vaporize instantly, flashing with a silvery-blue light. The leather wristband and parchment pages will incinerate, their ashes drawing into the metal to complete the single physical object. The monocle will emit its permanent, high-pitched static hum and erratic ticking, signaling that the four items have successfully been eradicated and reborn as the indivisible Tier 4 artifact.
One-Eye-Glass of Wobbly Time-Circle 6109
In the extremely far-back days, when the sky-blanket was still deciding its color and the water of the earth did not know which way to fall, there was a Kingdom of Much Standing Up. The people of this Kingdom liked to put rocks on top of other rocks to make themselves feel taller than the clouds. The ruler of this place was the Emperor of the Loud Yelling and Perfect Hair. He was a man who hated the dirt and hated when people did not know what to say. He demanded absolute smoothness in all talking and all walking.
In this Kingdom lived a maker of things named The-Man-Who-Sweats-When-Looked-At. He was a master of the rock-stacking and the metal-bending, but his tongue was like a trapped fish and his feet were always arguing with the floor. The Emperor of the Loud Yelling commanded this man to build the Highest Poke-the-Sky Tower. But the Emperor was cruel and said, “If the tower falls, or if you make me look un-pretty at the opening feast, I will feed your liver to the birds of not-nice-pecking.”
The-Man-Who-Sweats-When-Looked-At was filled with the Great Terror-Water. He went to his dark making-cave and took the ancient time-seeing glass, the wobbly ring of the skin-itching, the pocket-bug that ticks out lies, and the song-map of the old builders. He hit them with the heavy hammers of the star-fire until they screamed and became one single thing. It became the Asynchronous Monocle of the Wavering Epoch 6109. It was a jagged circle of the sea-dirt-glass, held by the blood-tasting metal (copper) and the sun-metal (gold), making a noise like a dying metal insect and smelling like the water of a old bean-drink (coffee) and the sky-lightning.
He placed the single object upon his face-hole. Immediately, his brain was hit by the heavy stones of too-much-knowing. He saw the ghosts of the old dirt. He saw where the Emperor’s grandfather had tripped on a pig three hundred summers ago. The ticking of the glass whispered into his ear-hole that it would rain glowing, cold fluff (snow) inside the Emperor’s dining room, even though it was the season of the burning sun. Also, the monocle pinched his skin very badly, making him twitch like a frog with the leg-sickness.
When the day of the Highest Poke-the-Sky Tower opening feast arrived, all the shiny nobles and the people of smooth-talking gathered in the grand hall at the top of the tower. The-Man-Who-Sweats-When-Looked-At entered the room. Because he wore the One-Eye-Glass, he brought with him the Aura of the Great Cringe.
The old writings say that as he walked, the music-players suddenly forgot how to hold their string-wood. A duke tried to sip his wine but poured it directly into his own eye. The nobles looked at the builder and felt a sudden, crushing sickness in their stomachs, as if they had all simultaneously remembered the time they called their teacher “Mother” in front of the whole learning-hut. The builder stood there, twitching, smelling of wet dust and lightning, and the social air became as thick as old mud. The people could not look at him without wanting to die of the second-hand shame.
The Emperor of the Loud Yelling stood up. He was unaffected by the shame-mud because his ego was too thick. He pointed his finger and shouted, “Builder! Why do you twitch like a broken toy? Speak the words of the opening, or I will have the guards separate your head from your neck-tube!”
The-Man-Who-Sweats-When-Looked-At tried to speak, but the One-Eye-Glass pinched him hard. He looked at the Emperor through the rippling sea-dirt-glass. The ticking got very loud. The glass peeled back the time-curtains. The builder saw the truth of the past. He saw that the Emperor’s great military victory, the one he boasted of daily, was actually just the Emperor hiding inside a barrel of fermented fish while his horse accidentally kicked the enemy leader off a cliff.
At the same time, the glass highlighted the architecture of the grand hall. The builder saw that the Emperor, in his rush to have a smooth floor, had ordered the removal of the most important load-bearing stone-pillar in the center of the room.
The builder opened his mouth. He did not say the smooth words of opening. With a loud, cracking voice that cracked twice in the middle, he yelled, “You smell of the fermented fish-barrel! Your horse is the true Emperor! Also, your floor is mathematically stupid!”
The Great Silence of the Absolute Oops descended upon the room. The Emperor’s face turned the color of a slapped plum. The truth of the fish-barrel was spoken, and the sheer, overwhelming awkwardness of the revelation hit the Emperor so hard he forgot how to breathe. The guards dropped their sharp-sticks because their hands were too sweaty from the intense social friction of hearing the Emperor insulted so clumsily yet so truthfully.
Suddenly, just as the ticking metal-bug in the monocle had predicted, the impossible weather arrived. Small, harmless, glowing pieces of cold fluff began to fall from the ceiling of the grand hall, distracting everyone further. It was a weather of pure nonsense.
The Emperor, blind with the rage of the deeply embarrassed, drew his sword and lunged at the builder. But The-Man-Who-Sweats-When-Looked-At was protected by the Frictionless Stumbling. In his panic, the builder tripped over his own left foot, executing a completely accidental but mathematically perfect backward tumble. As he flailed his arms, his elbow violently struck the exact stupid point of the floor that the monocle had highlighted.
The Highest Poke-the-Sky Tower groaned the groan of the dying rocks. The floor split. The walls forgot how to hold hands. The entire tower began to fall down into the dirt.
The Emperor and the shiny nobles were too paralyzed by the sympathetic embarrassment and the weird indoor snowstorm to run. But the builder, guided by the ghosts of the old builders and the slipping magic of the glass, simply tumbled down the falling rocks. He bounced from falling stone to falling stone without ever gaining a single scratch, looking completely foolish but surviving perfectly.
When the dust settled, the Kingdom of Much Standing Up was just a Kingdom of Flat Rocks. The-Man-Who-Sweats-When-Looked-At stood up, dusted off his garments, adjusted the pinching, ticking glass on his face, and walked away awkwardly into the wobbly timeline, leaving behind only the smell of old parchment and the echo of a throat clearing.
The Moral of the Story: He who builds his house on the vanity of smooth words will be crushed by the heavy stones of truth; for it is better to survive as a stumbling fool than to perish under the weight of a perfectly straight line.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Asynchronous Ocular of Quibblewick Item Type: Mythos Artifact (Unique) Sanity Cost: 1D4/1D8 (Upon Attunement); 1 (Per Activation)
Item Statistics:
- Mythos Rating: +8%
- INT/POW: +5
- APP: -10 (Due to the twitching and unsightly pinching)
- Skill Bonuses: +20% History, +10% Science (Astronomy), +10% Psychology (Detecting social static/lies).
Specific Game Mechanics:
- The Starlit Fumble (Passive): Any entity attempting to read the user’s mind or predict their physical movements (e.g., in combat) must pass a Hard INT check. Failure results in the intruder being overcome with “Social Nausea,” imposing a Penalty Die on their next action.
- Architectural Chrono-Tick (Passive): The wearer automatically succeeds on “Idea” rolls related to finding secret doors or structural weak points in buildings older than 50 years.
- Sympathetic Epoch Projection (Active): Spend 5 Magic Points to project a historical trauma. All humans within 10 yards must pass a POW check. Failure causes them to be “Stunned by Cringe” for 1D3 rounds, unable to take offensive actions.
- Audacious Elemental Forecast (Active): Once per day, the user may wind the internal clockwork to summon a localized anomaly (e.g., internal rain). This creates a Penalty Die for all Firearms and Perception rolls in the area for 10 minutes.
- The Restless Tug (Drawback): If the user remains in one “Place” (a specific house or city block) for more than 24 hours, they suffer a persistent Penalty Die to all skill rolls until they travel at least 5 miles away.
Blades in the Dark
Unique Name: The Quibblewick Epoch-Lens Item Type: Tier IV Artifact (0 Load / Worn)
Specific Game Mechanics:
- Quality: Tier IV (+2 Tier for effectiveness in Study, Survey, and Sway actions involving history or blackmail).
- The Starlit Fumble (Passive): When you resist a consequence related to physical harm or social discovery, you may describe a “Clumsy Stumble.” This grants Potency to the resistance roll.
- Architectural Chrono-Tick (Passive): You always have Potency when using the Study action to find blueprints, hidden vaults, or structural flaws in a score’s location.
- Sympathetic Epoch Projection (Active): Spend 2 Stress to project a cringeworthy historical truth. This counts as a Great Effect on a Sway or Provoke action to demoralize or paralyze a target group.
- Audacious Elemental Forecast (Active): Once per score, you may activate a weather anomaly. This acts as a Distraction (Setup Action), granting +1d to the next teammate’s action and clearing the area of low-level guards who flee the “unnatural” weather.
- The Restless Tug (Flaw): During Downtime, you cannot “Reduce Heat” or “Indulge Vice” in the same district you occupied during the score. Your static signature is too high; you must move.
Dungeons & Dragons (2024 Rules)
Unique Name: Asynchronous Monocle of the Wavering Epoch 6109 Wondrous Item: Very Rare (Requires Attunement)
Item Statistics:
- Armor Class: While wearing the monocle, you gain a +1 bonus to AC.
- Ability Score Increase: Your Intelligence and Wisdom scores increase by +1 (Max 20).
- Skills: You have proficiency in History and Insight. If already proficient, you gain Expertise.
Specific Game Mechanics:
- The Starlit Fumble (Passive): Creatures have Disadvantage on opportunity attacks against you. Additionally, you have Advantage on Saving Throws against being Charmed or having your mind read.
- Architectural Chrono-Tick (Passive): You can cast Detect Evil and Good and Find Traps at will, but they only detect structural hazards, secret passages, and “social static” (dishonest intent).
- Sympathetic Epoch Projection (Active): As an action, you project an embarrassing illusion. Each creature in a 20-foot cube must succeed on a DC 16 Wisdom Saving Throw or be Incapacitated until the end of its next turn.
- Interpretation of the Shifting Foundation (Active): As a bonus action, you identify a structural or social flaw. The next attack roll made against that target has Advantage, and if it hits, it deals an extra 3d6 Force damage.
- The Restless Tug (Drawback): You have Disadvantage on all Charisma (Persuasion) checks made to appear “cool,” dignified, or authoritative.
Knave (2nd Edition)
Unique Name: The 6109 Epoch Monocle Item Type: Tier 4 Relic (1 Slot)
Item Statistics:
- Armor Defense: +1 (Total AP 1)
- Quality: 10 (Indestructible by mundane means)
- Value: 8,000 Coins
Specific Game Mechanics:
- Frictionless Acrobatics (Passive): You gain Advantage on all DEX checks made to escape grapples, balance, or recover from a fall.
- Architectural Insight (Passive): You automatically detect hidden doors and structural traps when you spend a turn “Searching” a room.
- Sympathetic Embarrassment (Active): Once per day, you may perform a social blunder. All NPCs viewing you must make a WIS check (DC 15) or be unable to attack you for 1 turn as they look away in pity/cringe.
- Erratic Forecast (Active): Once per day, you may summon an anomaly. This forces the Hazard Die to be immediately rolled; any “Encounter” or “Weather” result is harmless but extremely distracting, allowing you an extra move action.
- Empathic Interrogation (Active): By spending a turn staring at an NPC, you learn their most embarrassing secret. This grants a +4 bonus to your next roll to bribe or blackmail them.
- Wounds: If this item takes a “Wound” slot, the glass cracks and all active effects are disabled until repaired with Paradox Dust.
Fate (Core / Condensed)
Unique Name: The Asynchronous Monocle of the Wavering Epoch 6109 Item Type: Tier 4 Relic (Stunt and Aspect Bundle)
High Concept: Asymmetrical Lens of Architectural Truth and Social Friction Trouble: A Constant Source of Secondhand Embarrassment
Specific Game Mechanics:
- The Starlit Fumble (Passive): Because you are Perpetually Out of Sync, you gain +2 to Defend with Athletics whenever you describe your movement as a clumsy stumble, a trip, or an accidental flail.
- Architectural Chrono-Tick (Passive): You may use Lore to perceive “Physical Vulnerabilities” in structures. On a success, you create the Aspect Structural Weak Point with a free invoke.
- Sympathetic Epoch Projection (Stunt): Once per scene, you can project a historical cringe. Use Provoke to attack all mental stress tracks in a zone. If you cause a hit, the target also gains the Socially Paralyzed consequence or aspect.
- Interpretation of the Shifting Foundation (Stunt): Once per session, you may blurt out a target’s Deepest Awkward Secret. This functions as a Great (+4) Create Advantage action using Empathy.
- The Restless Tug (Flaw): The GM gains a free Complication once per session regarding your Notorious Social Static, ensuring that high-stakes negotiations always take a turn for the uncomfortable.
Numenera & Cypher System
Unique Name: Epochal Ocular 6109 Item Type: Artifact (Level 8) Depletion: 1 in 1d20 (Check after using an Active power)
Specific Game Mechanics:
- Architectural Insight (Passive): You are Trained in tasks involving the navigation of ruins, identifying structural weaknesses, and finding hidden compartments in buildings.
- The Starlit Fumble (Passive): Your Speed Defense is eased by one step, as your erratic, twitching movements make you impossible for enemies to track accurately.
- Sympathetic Epoch Projection (Active – 4 Intellect points): You project a holographic trauma. All creatures within short range must make an Intellect defense roll or be Dazed (all tasks hindered) for one minute.
- Audacious Elemental Forecast (Active – 5 Intellect points): You trigger a localized anomaly (indoor rain, glowing snow). For the next ten minutes, all perception and ranged attack tasks in the area are hindered by two steps for everyone except you.
- Interpretation of the Shifting Foundation (Active – 3 Intellect points): You identify a structural flaw. Your next attack against that structure (or a creature standing on it) deals +6 damage.
- The Restless Tug (Quirk): If you spend more than 28 hours in the same location, all your social interaction tasks are hindered by two steps until you move at least 5 miles away.
Pathfinder (2nd Edition)
Unique Name: Asynchronous Monocle of the Wavering Epoch 6109 Item Type: Artifact (Item 16), Invested, Magical, Occult, Transmutation
Usage: Worn (Eyepiece); Bulk: — Base Statistics:
- The Starlit Fumble (Passive): You gain a +2 item bonus to AC. Additionally, you gain the Deny Advantage ability; you aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower.
- Architectural Chrono-Tick (Passive): You gain a +3 item bonus to Perception checks to find secret doors and to Crafting checks to identify structural flaws. You can read all ancient languages as if you had the Multilingual feat.
Specific Game Mechanics:
- Frictionless Acrobatics (Passive): You gain a +3 item bonus to Acrobatics checks. When you use the Squeeze or Tumble Behind actions, you treat the results as one degree of success better.
- Sympathetic Epoch Projection [Two-Actions] (Enchantment, Mental, Occult, Visual): Frequency: Once per hour. You project a historical cringe in a 20-foot burst. Targets must attempt a DC 38 Will save.
- Success: The target is unaffected.
- Failure: The target is Stunned 1 and Sickened 1 by the second-hand embarrassment.
- Critical Failure: The target is Stunned 3 and Sickened 2.
- Interpretation of the Shifting Foundation [One-Action] (Divination, Occult): You point out a flaw. The next creature to hit the target before the start of your next turn deals an additional 3d6 Force damage. If the target is a structure, double this damage.
- The Restless Tug (Drawback): You take a -2 penalty to all Diplomacy checks made to Request or Coerce using traditional authority.
Savage Worlds (Adventure Edition)
Unique Name: 6109 Wavering Epoch Monocle Item Type: Legendary Relic
Specific Game Mechanics:
- The Starlit Fumble (Passive): The wearer gains the Dodge Edge. If they already have it, the penalty to hit them increases to -3. This only applies if the wearer is moving or twitching.
- Architectural Chrono-Tick (Passive): The wearer gains +2 to Notice and Research rolls when investigating buildings, ruins, or blueprints.
- Frictionless Acrobatics (Passive): The wearer gains +2 to Athletics rolls and ignores all penalties for Difficult Terrain.
- Sympathetic Epoch Projection (Active): As an action, the wearer makes a Persuasion or Performance roll (whichever is lower, representing the fumbling nature). This acts as a Blast centered on the user, but instead of damage, it causes Distracted and Vulnerable status to everyone who fails a Spirit roll (-2).
- Audacious Elemental Forecast (Active): Once per day, the wearer can spend a Benny to create an Obscure effect (as per the power) using a weird weather trapping (indoor hail, ozone fog).
- The Restless Tug (Hindrance): The wearer gains the Clumsy Hindrance while the item is equipped. Additionally, if they remain in one place for 24 hours, they gain the Anemic Hindrance until they move.
Shadowrun (6th World Edition)
Unique Name: Epoch-Static Monocle 6109 Item Type: Power Focus (Rating 4) / Unique Alchemical Adornment Availability: 16F; Cost: 250,000¥ (Estimate)
Specific Game Mechanics:
- The Starlit Fumble (Passive): The monocle’s erratic mana field provides a +4 Defense Rating. Additionally, any attempt to use the Assensing skill or a Mind Probe spell on the wearer suffers a -4 dice pool penalty due to the overwhelming “social static” and historical visual noise.
- Architectural Chrono-Tick (Passive): The wearer gains a +3 dice pool bonus to Engineering (Civil) and Perception tests when identifying hidden structural weak points, secret passages, or the history of a building.
- Sympathetic Epoch Projection (Major Action): Spend 2 Edge. The monocle projects a holographic “cringe” memory. All sentient beings within a 10-meter radius must succeed on a Willpower + Intuition (4) Test. Failure imposes the Dazed status for 2 Combat Rounds as they reel from secondhand embarrassment.
- Interpretation of the Shifting Foundation (Minor Action): The user identifies a flaw. The next attack against a target structure or an opponent standing on a specific floorboard gains +4 Attack Rating and +2 Damage.
- The Restless Tug (Complication): If the wearer stays in the same grid/neighborhood for more than 24 hours, the device begins to hum loudly. The wearer suffers a -2 dice pool penalty to all Social and Stealth tests until they move to a new location.
Starfinder (2nd Edition / Playtest)
Unique Name: 6109 Wavering Epoch Lens Item Type: Level 16 Apex Hybrid Item Usage: Worn (Eye); Bulk: —
Specific Game Mechanics:
- Apex Attribute: Intelligence or Wisdom.
- The Starlit Fumble (Passive): You gain a +2 status bonus to AC. You gain the Reactive Motion feat (if you already have it, you gain an extra reaction per round usable only for that feat). Your erratic, stumbling movement makes you immune to the “Pinpinned” condition.
- Architectural Chrono-Tick (Passive): You gain a +3 item bonus to Perception and Computers checks when interacting with architectural systems, locks, or hidden doors. You can cast comprehend languages at will, but only for architectural blueprints or historical inscriptions.
- Sympathetic Epoch Projection [Two-Actions] (Emotion, Mental, Occult): Frequency: Once per hour. You project a historical blunder in a 20-foot burst. Targets must succeed at a DC 38 Will save. On a failure, the target is Stunned 1 and Sickened 1. On a critical failure, the target is Stunned 2 and Sickened 2.
- Audacious Elemental Forecast [Two-Actions] (Electricity, Weather): Frequency: Once per day. You create a 20-foot burst of “erratic weather” (e.g., indoor sleet). The area is difficult terrain and all creatures inside are Concealed to those outside (and vice versa) for 1 minute.
- The Restless Tug (Drawback): You take a -2 penalty to Diplomacy checks to lead or inspire; your presence is inherently “awkward” to professionals.
Traveller (Mongoose 2nd Edition)
Unique Name: 6109 Trans-Temporal Monocle TL: 17 (Anomalous); Cost: Cr 1,500,000
Specific Game Mechanics:
- The Starlit Fumble (Passive): In personal combat, any attacker suffers a DM-2 to hit the wearer due to the wearer’s unpredictable, twitchy movements.
- Architectural Chrono-Tick (Passive): The wearer gains DM+3 to all Investigation, Sensors, and Engineering checks when exploring ruins, ships, or planetary installations.
- Sympathetic Epoch Projection (Significant Action): The wearer activates a psychic projection. Any NPC within 10 meters must make a Difficult (10+) SOC or END check. If they fail, they are “Socially Paralyzed” and lose their next Significant Action as they look away in intense discomfort.
- Audacious Elemental Forecast (Significant Action): Once per day, the monocle triggers a localized atmospheric glitch (e.g., fog in a vacuum-sealed room). This provides a DM-2 penalty to all ranged attacks in the room for 2D6 rounds.
- Interpretation of the Shifting Foundation (Significant Action): The wearer identifies a structural flaw. The next attack against that target or structure gains Effect+4 and ignores the first 5 points of Armor.
- The Restless Tug (Drawback): If the wearer remains on the same world for more than 48 hours, they suffer a cumulative DM-1 to all INT and EDU checks due to “Temporal Stagnation.”
Warhammer (40,000 Roleplay: Wrath & Glory)
Unique Name: 6109 Chrono-Lens of the Fumbling Saint Value: 8 (Unique); Rarity: Relic Keywords: [AESTHETIC], [CHRONOS], [UNALIGNED]
Specific Game Mechanics:
- The Starlit Fumble (Passive): The wearer’s jerking, uncoordinated movement grants +2 Resilience. Any psychic power targeting the wearer’s mind increases its Difficulty Number (DN) by +3.
- Architectural Chrono-Tick (Passive): You gain +3 bonus dice to all Scholar or Tech tests involving the physical layout, history, or structural weaknesses of a location.
- Sympathetic Epoch Projection (Spend 1 Glory): You project a holographic vision of a historical failure. All enemies within 15 meters must pass a Willpower Test (DN 7). On a failure, they are [HINDERED] and cannot spend Glory or Ruin until the end of their next turn.
- Interpretation of the Shifting Foundation (Action): You identify a critical flaw. The next attack against a targeted structure or an enemy within it gains +4 ED (Extra Damage).
- Frictionless Acrobatics (Passive): You gain +3 bonus dice to Athletics (Agi) tests, but only when used to escape a grapple or recover from being knocked [PRONE].
- The Restless Tug (Complication): You suffer a +2 DN penalty to all Leadership or Persuasion tests. If you do not travel to a new scene/location between sessions, you start the next session with 1 less Wrath.
