Eternal Chronos Engine of the Sun Drenched Tide 922


Lore

The Eternal Chronos-Engine of the Sun-Drenched Tide 922 is a singular anomaly of geomantic and temporal engineering, born from the theoretical “Convergence of the Four Pillars.” Legend states that during a period of chronal instability in the Vara-Sul skyscrapers, a Master Smith of the Breathing Forge sought to create a weapon that could not only hold a gate but hold a moment in time. By bathing the Resonant Bulwark Staff in a vat of Mystical Mead—acting as a precision catalyst—and suturing the Chest Harness 14 directly into the staff’s basalt core using the Lingering Spark as a temporal battery, the artisan achieved a state of “Fluid Permanence.” The result is an object that exists slightly out of phase with the present, breathing steam that remembers the heat of the first sun and the cool of the first ocean. It is the ultimate tool of the “Guardian of the Threshold,” designed to protect entire island nations from the encroaching Dreamrift.


Description

This massive, two-handed artifact is a towering fusion of industrial might and natural elegance. The central shaft of obsidian-veined basalt is now encased in a composite of metallic ironhide and iridescent coral plates that shimmer with shifting temporal hues. Wrapped around the handle are wave-crest embroidered leather straps that pulse with a soft, rhythmic amber glow. The iron flange at the head has evolved into a “Snout of the Heavens,” which perpetually exhales a golden, shimmering heat-haze that smells of fermented honey and ozone. Copper coils, now infused with amber temporal shards, spiral up the length of the staff, venting steam that seems to linger in the air as ghostly, unmoving shapes. When slammed down, the ground beneath the wielder turns into a temporary geode of stabilized time and stone.


Stats

  • Tier: 5
  • Damage: 2d12 Bludgeoning + 2d8 Fire (Solar Steam) + 1d8 Temporal Force.
  • Armor Class (AC) Bonus: +5 (The staff generates a semi-solid field of slowed time and pressurized water).
  • Weight: 22 lbs.
  • Skill Affinity: Athletics, Hydromancy, Geomancy, Chronomancy.
  • Value: ~45,000 Gold (Relic of the Multiverse).

Skills Gained While Openly Worn

  • Master of the Flow: +4 Proficiency bonus to all Hydromancy and Chronomancy checks.
  • Unyielding Sentinel: +3 Proficiency bonus to Athletics and Survival checks.
  • Reflexive Memory: +2 bonus to Dexterity-based checks (the staff prompts the wielder’s body to move a heartbeat before danger arrives).

Tags

Tier-5, Merged-Singularity, Weapon, Two-Handed, Temporal-Engine, Hydromancy-Focus, Steam-Powered, Living-Artifact, Siege-Weapon, Divine-Pain-Immune (if Tier 5), Time-Magic, Heavy-Impact, Restorative-Resonance, Coral-Warding, Legend-Grade, Chrono-Hydraulic, Absolute-Anchor, Sun-Bleached-Coral, Masterwork-Gestalt, Tectonic-Sync, Infinite-Hearth, Steam-Aegis, Aeon-Sutured, Relic-922, Flow-State, Multiversal-Pillar


Multiple Passives Magic

  • The Infinite Lung: The wielder is immune to all airborne toxins, gases, and suffocation (including vacuum). Furthermore, the wielder gains Immunity to Fire and Cold damage as the staff perfectly regulates the local environment.
  • Sovereign Geomantic Root: The wielder cannot be moved, teleported, or knocked prone against their will while the staff is held. This effect extends to any vehicle or platform the wielder is currently standing on.
  • Remembered Reflexes: The wielder gains an additional Reaction each round. Additionally, the first attack made against the wielder each turn is made with a penalty as the staff “slows” the incoming blow’s timeline.
  • Thermal Chrono-Charge: Successful attacks build “Aeon Charges.” Each charge adds +2 Fire and +2 Force damage (Max +20). These charges do not dissipate as long as the wielder is in a “Normal” or “Safe” area.

Multiple Active Magics

  • Yirra’s Temporal Deluge (2 Mana Boost Points): As an Action, unleash a 30-foot cone of pressurized, time-warped water. Foes take 6d8 Bludgeoning damage and are Stunned for 1 round (Strength/Reflex Save for half damage and no stun).
  • Recalled Vitality (1 Mana Boost Point): As a Bonus Action, the wielder or an ally within 30 feet “remembers” a state of health from one minute ago, instantly restoring 4d6 + Tier Level HP and removing any negative status effects.
  • Aegis of the Lingering Sun (3 Mana Boost Points): As a Reaction to taking damage, the wielder pauses time for themselves for 1 round. They become invulnerable to all damage and effects until the start of their next turn but cannot take actions.
  • Chronal Siege Overclock (Action): For one minute, the staff deals Triple Damage to structures and constructs. Every strike during this time creates a 10-foot radius shockwave that knocks enemies prone.

Specific Slot

  • Weapon (Two-Handed): This item occupies the Hand slots. It physically incorporates the functions of the Chest Harness, the Temporal Talisman, and the Bulwark Shield into a single held object.

Magical Integrity and Hit Points

The Eternal Chronos-Engine of the Sun-Drenched Tide 922 possesses 250 Magical Integrity Hit Points. Due to its tier 5 status and its temporal nature, the item does not merely break; it desynchronizes from the current timeline.

  • Targeting: To strike the internal mechanisms, an attacker must target the Amber-Veined Core (the point where the basalt and temporal crystal meet). This is a Called Shot with a -4 penalty.
  • Defenses: The item has an Armor Class (AC) of 26. It is Immune to Fire, Cold, and Poison damage. It is Resistant to all non-magical Bludgeoning, Piercing, and Slashing damage.
  • Thresholds of Destabilization:
    • 125 HP or lower (Temporal Flutter): The item begins to flicker in and out of visual reality. The wielder loses the “Remembered Reflexes” passive bonus and the additional Reaction each round.
    • 60 HP or lower (Pressure Collapse): The steam vents scream with a high-pitched chronal whine. All active magics now cost double the Mana Boost points to activate.
    • 0 HP (Total Desync): The item turns into a translucent, weightless ghost of itself. It cannot be touched or used, and all magical and physical properties cease to exist in the current plane.

Repairing the Item

Restoring a Tier 5 merged artifact requires “Chronal-Vapor Welding,” a process that re-threads the item’s history into the present.

  • Materials:
    • 1 Liter of Mystical Mead (Concentrated): Used to lubricate the temporal gears (Cost: ~500 Gold).
    • Stabilized Shimmering Water: Purified river water infused with Mana Shards (Cost: ~200 Gold).
    • Molten Rhodium Wire: To re-stitch the copper coils (Cost: ~1,000 Gold).
  • Process: The repair must take place during a “Temporal ebbing,” typically lasting 4 hours. The crafter must use a heat source fueled by magical crystals.
  • Skill Check: Requires a DC 25 check combining Smithing and Chronomancy.
  • Result: A success restores the item to full HP. A failure by 5 or more causes a “Time Loop,” where the crafter accidentally resets the repair progress and must start over, consuming the materials again.

In the vast and layered world of Saṃsāra, an artifact of this magnitude—a Tier 5 merged singularity—is not a commodity found in open commerce. It is a piece of history, a stabilizer of reality, and a focal point for political and magical power. Obtaining it requires more than wealth; it requires destiny, service, or the inheritance of a world-breaking legacy.

Methods of Acquisition

  • The Inheritance of the Threshold: The item is often discovered as the central pillar of a forgotten mountain temple or an abandoned coastal fortress. It may be granted to an avatar who has achieved Tier 5 status and proven they can handle the psychological burden of “remembering” time and stone simultaneously.
  • The Sovereign’s Gift: It may be awarded by a council of the 73 Island nations to a guardian who successfully closes a major Dreamrift. In this context, the item is not “owned” but “entrusted” to the character for the duration of their current life.
  • The Archaeological Extraction: It might be recovered from a “Deathly” area where the laws of physics have collapsed. The item acts as the only stable object in a zone of total chaos, and extracting it requires a team of Tier 5 specialists and specialized steam-extraction rigs.
  • The Great Convergence: It can be crafted by a master artisan of the Breathing Forge, but only if the avatar provides the four original component items, each of which must have a storied history. The crafting itself is a world-event that draws the attention of gods and rift-monsters alike.

Venues of Exchange and Costs

Because Tier 5 items are restricted by the gods and cause “Divine Pain” to any avatar below Tier 5, they are only traded in the most elite and secure locations on Saṃsāra.

The Celestial Exchange (Private Banking Sanctum)

  • Located in the highest levels of the floating metropolises above Dreamtide, this venue is a silent, pressurized vault guarded by automatons. Trade is conducted through telepathy and blood-signed contracts.
  • Buying/Selling: The Exchange does not accept copper or silver. Transactions are handled in massive bullion transfers or land deeds. The “buyer beware” principle is absolute here, as the Exchange assumes the buyer has used their Mind’s Eye to verify the item’s chronal stability.
  • Cost: 45,000 – 50,000 Platinum (Equivalent to 4,500 – 5,000 Rhodium). This often includes a “Sovereign Tax” paid to the local island government to permit the movement of such a powerful artifact.

The Imperial Treasury’s Vault-Bazaar

  • This is a high-security market within a capital city’s subterranean fortress, accessible only to those with a Tier 4 or higher status or an Imperial mandate. The air is filtered through magic circuits to prevent any espionage.
  • Buying/Selling: The state often attempts to purchase such items to keep them out of the hands of rule-breakers. If selling to the state, the avatar might receive a lower monetary value but gain immense political influence and “Safe Area” status across multiple islands.
  • Cost: 40,000 Rhodium (as the state prefers the highest denomination). The transaction may also involve the trade of several smaller Tier 3 or 4 islands.

The Rift-Walkers’ Exchange (Hidden Frontier Hub)

  • Located in a chronally unstable jungle ruin or a shifting island that only appears once a month, this is a lawless market for those who operate outside the 73 nations. The “Rule Breakers” and high-level mercenaries frequent this spot.
  • Buying/Selling: Trade is often done through “Barter of Souls” or rare materials. One might trade the Chronos-Engine for a fleet of airships, a map to a hidden continent, or a literal ton of stabilized temporal crystal.
  • Cost: 35,000 – 42,000 Rhodium. Due to the lack of regulation, the price is lower, but the risk of being followed by rival Tier 5 avatars is nearly 100%.

The Pavilion of Ten Thousand Steepings (Noble District Boutique)

  • An ultra-luxury boutique in a skyscraper district where the wealthiest Isekai souls congregate. It smells of Mystical Mead and expensive incense.
  • Buying/Selling: The item is displayed as a piece of “Industrial Fine Art.” The sale is a social event, involving days of roleplayed negotiations over meals that grant HP and high-end tea ceremonies.
  • Cost: 55,000 Rhodium. The “Premium” reflects the item’s polished condition and the social status conferred by purchasing it in such a prestigious venue.

Tactical Synthesis: Roleplay and Environmental Interaction

In the world of Saṃsāra, wielding the Eternal Chronos-Engine of the Sun-Drenched Tide 922 is a transformative experience for both the avatar and the world around them. As a Tier 5 singularity, it does not just interact with the environment; it dominates it, forcing the local physics of steam, stone, and time to align with the wielder’s intent.


High-Altitude Metropolises and Airships

  • Defense: While standing on the open deck of a zeppelin or a floating platform, the wielder uses the Sovereign Geomantic Root to lock the entire vessel into a fixed point in space. Even in the face of hurricane-force winds or a gravity-shifting rift, the ship remains immovable. Roleplay involves the wielder planting the staff into the deck, the iridescent coral plates glowing as they “stitch” the wood and brass of the airship to the very fabric of the sky.
  • Offense: Against aerial monsters or boarding parties, the wielder activates Yirra’s Temporal Deluge. The high-altitude moisture and cloud vapor are instantly siphoned into the reservoir, erupting as a 30-foot cone of “frozen” water. To an observer, the wave seems to hang in the air for a second before slamming into the foe with the weight of a falling mountain, the steam vents howling like a pressurized furnace.

Subterranean Caves and Megacities

  • Defense: In the lightless, echoing deeps, the staff’s Infinite Lung creates a bubble of breathable, solar-scented air, neutralizing the “bad air” or volcanic gases typical of dark cave systems. When attacked by tunneling horrors, the wielder uses Seismic Ward (enhanced by Tier 5 power). The resulting shockwave doesn’t just knock enemies prone; it causes the cave walls to ripple like liquid, stabilizing the ceiling while allies gain the “Stone-Skin” shimmer of the celestial nectar.
  • Offense: In confined tunnels, the wielder engages the Chronal Siege Overclock. Every strike against the stone floor or walls sends out a “memory” of a cave-in. The wielder doesn’t need to hit the enemy directly; they simply strike the environment, causing the very architecture of the cave to collapse precisely onto the foe while leaving the wielder’s path untouched.

Urban Skyscrapers and Industrial Districts

  • Defense: In a crowded skyscraper, the wielder’s presence is a stabilizing force. Using Recalled Vitality, the wielder can “undo” the damage caused by a factory explosion or a structural failure, resetting the health of injured citizens and the integrity of the walls to their state of a minute ago. The roleplay emphasizes the calm, rhythmic breathing of the staff, which drowns out the chaotic noise of the city with a steady, reassuring chug-hiss.
  • Offense: Against rival gestalts or rogue automatons, the wielder uses the Thermal Chrono-Charge. In a city full of heat and steam circuits, the staff builds charges almost instantly. Every melee attack leaves behind a “thermal afterimage”—a ghost of the strike that hits the enemy a second time, a heartbeat later, melting through renaissance-era brass and ironhide armor with the smell of scorched honey.

Coastal Cliffs and Vanishing Islands

  • Defense: On a beach where the tide is unpredictable or the island itself is disappearing, the Geomantic Anchor ensures the wielder remains grounded. As the land vanishes, the wielder stands on a pillar of rock that the staff “persuades” to stay in existence. The roleplay depicts the wielder standing in a vortex of salt spray and shifting sand, completely dry and unbothered as the Infinite Lung filters the brine into pure oxygen.
  • Offense: The wielder uses Aegis of the Lingering Sun to walk through a coastal bombardment or a rift-storm. They move toward the enemy in a series of “temporal jumps,” appearing as a shimmering, translucent figure that cannot be touched. Once in range, they strike the water’s edge, using the Tidal Wave Strike to draw the entire power of the ocean into a single, devastating cone of bludgeoning force that clears the shore of all threats.

Deathly Areas (Total Physics Collapse)

  • Defense: In zones where AC is normally zero and every attack hits, the Eternal Chronos-Engine creates its own “Safe Area.” The staff’s AC bonus of +5 remains functional because the item generates its own pocket of stable time. The wielder uses Held Moment of Heat to pause the very concept of damage, roleplaying a figure walking through a rain of fire and blades that simply “stops” inches from their skin, waiting for the wielder to pass before resuming its motion.
  • Offense: The wielder utilizes the staff’s Triple Damage against the “structures” of the Deathly Area itself. By striking the ground, they can force the lawless zone to remember a time when it was stable rock, creating a temporary path of Normal safety for their allies. Every swing of the staff feels “heavy” with the weight of history, crushing the chaotic rift-monsters who cannot exist within the staff’s bubble of enforced reality.

Perception of Activation:

  • User’s Perspective (The Avatar)
    • Sight: The moment of activation is marked by the amber temporal shards within the copper coils igniting into a blinding, golden radiance. You see the air around the staff’s head ripple like a mirage, as the “Snout of the Heavens” exhales a haze so dense it turns the sun’s light into solid beams of gold. The ground beneath your feet ceases to look like dirt or stone and transforms into a translucent, crystalline geode pulsing with blue and orange veins.
    • Sound: A profound, resonant thrum vibrates through your marrow—the sound of a massive clockwork engine submerged in a deep ocean. This is punctuated by a sharp, rhythmic hiss-crack of steam that sounds like a lightning bolt being bottled.
    • Touch: The handle feels impossibly solid, as if you are gripping the axis of the world. A soothing, cool moisture from the harness’s reservoir counteracts the searing heat of the thermal charges. You feel a strange, dual-sensation of weightlessness in your limbs combined with an absolute, crushing heaviness where the staff meets the ground.
    • Smell/Taste: The air becomes thick and sweet, tasting of fermented honey, ozone, and wet stone. It is a “heavy” air that feels like a meal as it enters your lungs.
    • Extra-Sensory Perceptions: You experience “Chronal Double-Vision,” seeing both where your enemies are and a ghostly silhouette of where they were a second ago. You feel a tether extending from your chest to the local ley lines, providing a sense of “Geomantic Certainty”—the intuitive knowledge that as long as you hold this staff, you are the most permanent object in the room.
  • Observer’s Perspective
    • Sight: The wielder is suddenly framed by a halo of golden steam that refuses to dissipate, hanging in the air in the shape of wave crests. The wielder appears to move with a strange, stuttering grace, as if they are skipping over fractions of a second. The iridescent coral on the staff flashes so brightly it leaves temporary afterimages in the observer’s eyes.
    • Sound: A deafening train-whistle blast of steam erupts, followed by an immediate, eerie silence where all ambient noise—wind, footsteps, distant shouting—is muffled, as if the staff has claimed the local soundscape.
    • Touch: Nearby observers feel a sudden pressure change, similar to the “ear-pop” of a fast-descending elevator, followed by a wave of dry heat and a fine mist of purified water that smells of ancient ruins.
    • Extra-Sensory Perceptions: Those with a Mind’s Eye perceive the wielder not as a person, but as a towering pillar of gold and obsidian. It feels like looking at a mountain that has decided to stand up and walk; a sense of overwhelming “Inevitability” washes over them, making the idea of attacking the wielder feel like trying to strike the tide with a stick.
  • Positives
    • Absolute Composure: The wielder experiences a total lack of panic or haste; the temporal distortion allows them to think and react with several seconds of “felt” time for every one actual second.
    • Environmental Sovereignty: The wielder feels a profound connection to the island they stand on, as if the staff has made them the master of the local stone and sea.
    • Synchronized Vitality: The rhythmic breathing of the staff regulates the wielder’s heartbeat, providing a sense of endless stamina and physical perfection.
  • Negatives
    • Chronal Dysphasia: After deactivation, the wielder may suffer from a “Time Lag,” where their voice and movements feel out of sync with their thoughts for several minutes.
    • Sensory Weight: The smell of honey and the taste of ozone are so intense they can temporarily dull the wielder’s ability to smell or taste anything else for the rest of the day.
    • The Burden of Permanence: The extra-sensory feeling of being an “immovable mountain” can make the wielder feel sluggish and heavy when they finally have to move quickly without the staff’s assistance.

The Rite of Fluid Permanence: Forging the Eternal Chronos-Engine 922


Items Merged


Additional Materials Needed

  • 3 Rhodium Bars: To act as high-tensile conductant sutures for the tier 5 energy flow.
  • 1 Liter of Concentrated Solar-Steam Condensate: Gathered from the highest point of a Vara-Sul skyscraper at noon.
  • 5 Ounces of Stabilized Temporal Sand: To seal the spiral runes against chronal leakage.
  • A Living Geode Fragment: Harvested from a Deathly Area to provide the “anchoring” property for the basalt core.
  • 12 Strands of Bioluminescent Nga-Tara Silk: To bind the chest harness leather to the ironhide shaft.

Tools Required

  • High-Pressure Steam-Forge: Capable of maintaining temperatures that melt basalt.
  • Adamantine Etching Needle: To bridge the runes between the talisman and the staff.
  • Dreampool Infusion Vat: Large enough to submerge the entire 15 lb staff.
  • Chrono-Metric Calibrator: To ensure the “Lingering Spark” and the “Iron Lung” pulses are synchronized to the millisecond.
  • Thermal Containment Gauntlets: To handle materials that are physically existing in multiple timelines.

Skill Requirements

  • Grandmaster Smithing (Level 5): To rework the physical fusion of ironhide, coral, and basalt.
  • Master Chronomancy (Level 4+): To prevent the “Lingering Spark” from resetting the crafter’s age during the merge.
  • Expert Hydromancy (Level 3+): To stabilize the Mystical Mead and Shimmering Water during the steam-pressurization.
  • Patience of the Mountain: The crafter must be able to maintain focus for a 12-hour ritual without breaks.

Crafting Steps

  1. The Alchemical Submersion: Decant the Mystical Mead into the Dreampool Infusion Vat. Submerge the Resonant Bulwark Staff for three hours. The Mead acts as a solvent, softening the “Ironhide” and basalt core to accept the new lineage and temporal geometries.
  2. The Hydromantic Graft: While the staff is still “soft,” wrap the Chest Harness 14 around the central shaft. Use the Nga-Tara Silk to stitch the iridescent coral plates directly into the ironhide scales. The reservoir must be aligned precisely with the staff’s ley-vents.
  3. The Temporal Heart-Seeding: Disassemble the Lingering Spark talisman. Using the Adamantine Needle, carve a cavity into the “Snout of the Heavens” iron flange and seat the amber crystal within. Re-thread the staff’s copper coils so they pass through the crystal, creating a closed-loop temporal circuit.
  4. The Rhodium Stitching: Melt the Rhodium Bars and use the liquid metal to “weld” the wave-crest embroidery from the harness into the basalt veins of the staff. This creates the conduit for the Tier 5 energy to flow between the water, the time-crystal, and the stone.
  5. The Steam-Press Induction: Place the assembly into the High-Pressure Steam-Forge. Inject the Solar-Steam Condensate into the vents. As the pressure rises, the crafter must use Chronomancy to “remember” the item as a single object. If successful, the Mead, water, stone, and hide will fuse into a composite material that shimmers with temporal hues.
  6. The Final Anchor: Slam the butt of the newly formed engine into the Living Geode Fragment. The item will release a massive shockwave of steam and golden light, signaling its transition into Tier 5. The crafter must immediately swear a Vo-Run oath to stabilize the “Geomantic Anchor” property.

Endless Now and Breath of Heavy Tide 922

In the spans before the counting of breaths, when the Great Sun was but a child of the deep and the stone of Saṃsāra was yet soft like the dough of the hearth-mother, there arose a Weaver of Many Paths whose name is lost to the three winds. Some shards of the old-speak call this one a Shaper of Metal; others insist the Weaver was a ghost from a star-fall who carried the taste of honeyed mead in their veins. This Shaper looked upon the world and saw the Great Rift—the gap where the “Not-Yet” and the “Already-Was” fought like starving beasts.

The people of that long-gone shadow lived in fear of the “Washers-of-Truth,” monsters that ate the history of a village until the houses forgot how to stand. The Shaper said, “I shall build a wall that breathes. I shall forge a stick that remembers the rock’s birth and the water’s song, so the monsters may find no gap to enter.”

First, the Shaper sought the Lung-of-Stone, a pillar of basalt that had heard the first word spoken by the world’s core. To this, they bound the Hide-of-the-Iron-Walker, a skin that had walked through the fire-mountains without a singe. But the stone was too dry, and the skin was too cold. They would not speak to one another.

So the Shaper journeyed to the Mead-Keepers of the Spiritvine. They took the Mystical Mead, the liquid that evokes the essence of the heavens, and poured it into the cracks of the basalt. The stone drank. The hide tasted the sweetness. They began to soften, to merge, to dream together. Yet, the work was only a heavy weight; it had no soul to move.

Next, the Shaper went to the Matriarchs of the Shimmering River, the Nga-Tara who weave the water into harnesses. They took the Harness of Coral, marked with the wave-crests of Yirra, and wrapped it around the soft stone. The coral plates shimmers like the eyes of the sea, and the reservoir held the purified flow that keeps the heat from turning to madness. The Shaper stitched the leather to the ironhide with silk made from the light of comets. Still, the weapon was slow. It lived only in the “Now,” and the monsters of the Rift lived in the “Always.”

Finally, the Shaper found a Sliver of Amber, a shard of the Lingering Spark that had fallen from a time that had not yet arrived. This was the “Fire-That-Remembers.” The Shaper placed the spark in the snout of the iron-head and wound coils of red-vine [copper] around it. They whispered the Word of the Eternal Loop.

As the spark touched the mead-soaked stone and the water-filled harness, the world shook. The air tasted of ozone and fermented stars. The weapon drew its first breath—a hiss-chug that vibrated the very foundations of the multiversal floor. The steam did not drift away; it hung in the air like a ghostly witness, a “Lingering Smoke” that refused to be forgotten.

The monsters of the Rift came, a tide of many-eyes and hungry-clocks. They struck the Shaper, but the Shaper was no longer a man; they were a Pillar of Fluid Permanence. The monsters’ claws hit the iridescent coral and found only stone that had already survived the strike a thousand years before. The Shaper struck the ground, and the “Seismic Ward” turned the soft earth into a geode of frozen moments. The monsters fell into the cracks of time and were crushed by the mass of the mountain.

The Shaper stood at the gate of the world for a hundred years, never moving, never thirsting, for the Infinite Lung breathed for them and the Healing Current mended their weave. The weapon became the Eternal Chronos-Engine 922, for it was the nine-hundredth-and-twenty-second attempt to convince the universe to stand still.

But the old text warns in the “Broken-Grammar-of-the-Elders”: “The user who holds the Always-Stick must not forget the Walking-Feet. If one becomes too much the mountain, the soul turns to basalt, and the eyes turn to amber. To hold the world in place is a heavy gift; to hold it too long is to become the cage you built to protect it.”

It is said the Shaper finally walked away into a plane where time has no name, leaving the Engine planted in a cliffside. There it waits, breathing golden haze, until a character of the Fifth Tier arrives with a torso broad enough to carry the weight of the sun-drenched tide.

Moral of the Story: He who seeks to freeze the river to cross it must remember that ice eventually melts, but the stone that remembers the water will always provide a path for the patient soul.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) Name: The Chronos-Vessel of the Sun-Drenched Tide Item Type: Mythos Artifact / Temporal Construct Skill: Fighting (Spear) Damage: 2D10 + 2D6 Burn + Damage Bonus Build: 4 Armor: Grants 5 points of physical armor and 5 points of magical armor. Sanity Cost: 1D8 to attune; 1D4 per Active use.

  • The Infinite Lung (Passive): The wielder is immune to all inhaled toxins, drowning, and extreme temperatures. They gain a Bonus Die on all Constitution rolls for physical endurance.
  • Sovereign Anchor (Passive): The wielder cannot be moved by any physical force or maneuver unless the source is of a SIZ greater than 200.
  • Activation — Yirra’s Temporal Deluge: Spend 10 Magic Points. A 10-meter cone of pressurized time-water erupts. Targets must make an Extreme Dodge or Extreme CON roll. Failure results in 6D6 damage and being Stunned (unable to act) for 1D4 rounds.
  • Activation — Recalled Vitality: Spend 5 Magic Points. The wielder or a target within 10 meters regains 2D10 Hit Points and is cured of any non-permanent ailment as their physical state is reset to a previous minute.
  • Note: Attuning to this item involves a brief vision of the birth of Saṃsāra. The user must succeed on a Hard POW roll or suffer a temporary “Time Fugue” (Bout of Madness).

Blades in the Dark Name: The Aeon-Sutured Engine 922 Tier: V (Unique Spark-craft Singularity) Load: 3 (Heavy Weapon, Shield, and Rig traits) Type: Relic Weapon

  • Potency: This item has Potency against all physical structures, spirits, and targets out of phase with reality.
  • Master of Flow: When you perform a Flashback involving time, water, or industrial planning, the stress cost is reduced by 1 (minimum 0).
  • Passive — The Lung: You are immune to the effects of the Deathlands miasma or any environmental hazards.
  • Active — Temporal Deluge: Mark 2 Stress to unleash a wave. This counts as a Great Effect Setup action for the entire crew or inflicts Level 3 Harm (Crushed/Time-Locked) on a group of enemies.
  • Active — Recalled Vitality: Mark 1 Stress to ignore a physical consequence just suffered; narratively, your body “remembers” not being wounded.
  • Active — Siege Overclock: Mark 3 Stress to instantly demolish a Tier V or lower fortification or barrier.

Dungeons & Dragons (2024 / 5th Edition) Name: Eternal Chronos-Engine 922 Weapon (Glaive), Artifact (Requires Attunement by a Tier 5 character)

  • Combat Stats: You gain a +3 bonus to attack and damage rolls made with this magic weapon. It deals an extra 2d8 Fire and 1d8 Force damage on a hit.
  • Bulwark Field: While holding this weapon with two hands, you have a +5 bonus to AC and Advantage on all Saving Throws.
  • The Infinite Lung: You can breathe in any environment and have Immunity to Fire, Cold, and Poison damage.
  • Geomantic Root: You cannot be moved against your will or knocked Prone. You are immune to the Grappled and Restrained conditions.
  • Active — Yirra’s Temporal Deluge: As an action, you unleash a 30-foot cone. Each creature in that area must make a DC 22 Strength saving throw. On a failure, a creature takes 8d8 bludgeoning damage and is Stunned until the end of its next turn. On a success, it takes half damage and isn’t Stunned.
  • Active — Recalled Vitality: As a bonus action, you can restore 4d6 + 10 Hit Points to yourself or a creature within 30 feet.
  • Active — Aegis of the Lingering Sun: As a reaction when you take damage, you can phase out of time. You are invulnerable to all damage until the start of your next turn, at which point you reappear in the same space.

Knave (2nd Edition) Name: The Sun-Drenched Chronos-Engine Slots: 4 (Heavy, Bulky, Magical) Quality: 20 (Artifact)

  • Damage: d12 (Bludgeoning) + d8 (Fire) + d8 (Force).
  • Armor: +5 Armor Defense while held in two hands.
  • Passives: You are immune to gas, cold, and fire. You cannot be knocked down or moved by force.
  • Active — Temporal Deluge (2/day): Unleash a cone of water. Enemies must make a Save or take 6d8 damage and be unable to move for 1 round.
  • Active — Recalled Vitality (1/day): Instantly heal 4d6 HP.
  • Active — Siege mode: Deal triple damage to doors and walls.
  • Note: If a character below Tier 5 carries this item, they must make a CON save every hour or lose d4 HP from Divine Pain.

Fate Core / Fate Condensed Name: The Eternal Chronos-Engine 922 Permission: Requires the High Concept or a specialized Aspect to be a Tier 5 Avatar or “Guardian of the Threshold.” Cost: 5 Refresh (Representing a Tier 5 Singularity Artifact).

Aspects:

  • Item Aspect: Living Bastion of Sun-Drenched Time and Stone
  • Trouble: The Temporal Tether of a Dying World

Stunts:

  • The Infinite Lung: You are immune to any situational aspects related to toxic air, vacuum, or extreme heat and cold. You gain a +2 bonus to Physique to defend against any environmental hazard.
  • Sovereign Geomantic Root: You can never be moved between zones or forced into a Prone position against your will by any physical or magical force of a lower Tier.
  • Thermal Chrono-Charge: Every time you succeed with style on a Fight attack, you gain a “Thermal Charge” boost. You may stack these up to 5. Each boost increases the damage shifts of your next successful hit by +2.
  • Yirra’s Temporal Deluge: Once per scene, you may spend a Fate Point to attack everyone in your zone and one adjacent zone with a +4 bonus. On a success, targets are also placed under the aspect “Locked in a Stagnant Moment” with two free invocations.
  • Recalled Vitality: Once per session, you can clear all stress boxes or one mild and one moderate consequence for yourself or an ally in your zone, as you “rewind” the body to a healthy state.

Numenera & Cypher System Name: The Aeon-Sutured Engine Level: 10 Form: A massive, breathing staff of basalt and iridescent coral plates, pulsing with amber chronal light. Depletion: 1 in 1d100 (Check only on Tier 5 Activations).

Effect:

  • Weapon: This is a heavy weapon that deals 10 points of damage.
  • Passive (Armor): The staff provides +5 to Armor and acts as a shield (Asset to Speed defense).
  • Passive (Immunity): The wielder is immune to all level 8 or lower toxins, gases, and extreme environmental temperatures.
  • Passive (Anchor): The wielder is immune to any effect that would move them or knock them down against their will.
  • Active — Temporal Deluge (1 Mana/Action): The user unleashed a blast of time-warped water in a short-range cone. All targets take 10 points of damage and are “time-locked” (cannot take actions) for one round.
  • Active — Recalled Vitality (1 Mana/Action): The user restores 10 points to a pool of their choice for themselves or an ally within short range.
  • Active — Siege Weapon: The user deals double damage to any inanimate structure or automaton.

Pathfinder (2nd Edition Remaster) Name: Eternal Chronos-Engine 922 Price: 45,000 gp Usage: Held in 2 hands; Bulk: 3 Level: 20 Traits: Unique, Artifact, Magical, Evocation, Fire, Earth, Temporal, Water, Steam

Combat Stats: This is a +3 major striking flaming frost thundering staff. It deals 4d12 bludgeoning + 1d8 fire + 1d8 force damage.

  • Bulwark Projection (Passive): While you wield this staff, you gain a +5 circumstance bonus to AC and a +3 item bonus to all saving throws.
  • The Infinite Lung (Passive): You gain immunity to fire and cold damage, and you are immune to the poisoned condition from inhaled sources. You do not need to breathe.
  • Geomantic Anchor (Passive): You are immune to the prone condition and any effect that would move you from your square unless you choose to be moved.
  • Activate — Yirra’s Temporal Deluge [two-actions] (water, temporal): Once per hour. You unleash a 30-foot cone. Each creature in the area must attempt a DC 42 Reflex save. On a failure, they take 10d8 bludgeoning damage and are Stunned 1 (Slowed 1 on a success).
  • Activate — Recalled Vitality [one-action] (healing, manipulate): Once per hour. You restore 80 Hit Points to yourself or an adjacent ally and remove one non-permanent condition.
  • Activate — Aegis of the Lingering Sun [reaction]: Trigger: You are targeted by an attack or effect. Effect: You phase out of time. You are unaffected by the triggering effect and remain invulnerable until the start of your next turn.

Savage Worlds (Adventure Edition) Name: The Eternal Chronos-Engine 922 Type: Relic (Tier 5 / Legendary) Weight: 22 lbs Cost: 45,000 gp (Rhodium Equivalent)

Stats:

  • Damage: Str+2d12 (AP 10).
  • Parry: +5 (Includes Shield and Bulwark Field).
  • Toughness: +5 (Armor).

Powers:

  • The Infinite Lung: The wielder has Immunity to fire, cold, and environmental toxins/suffocation.
  • Geomantic Anchor: The wielder cannot be affected by the Push maneuver or any Knockback.
  • Power Points: The staff has 30 Power Points and recharges 5 per hour.
  • Burst (2 PP): “Yirra’s Temporal Deluge.” A Cone Template of steam and water. Targets must make an Agility roll at -4 or be Distracted and Stunned.
  • Healing (3 PP): “Recalled Vitality.” Restores Wounds or Fatigue by “rewinding” the body.
  • Protection (2 PP): “Stone-Skin Shielding.” Grants allies +4 Armor.
  • Smite (2 PP): “Thermal Charge.” Adds +4 damage to the staff’s strikes.
  • Siege Weapon: The staff deals double damage against structures and vehicles.

Shadowrun (6th World Edition) Name: The Chronos-Engine 922 (Unique Weapon Focus) Category: Exotic Melee Weapon / Weapon Focus Rating: 10 Availability: 20 (Unique) Cost: 450,000¥ (plus 90 Karma for Bonding) Damage: (STR + 8)P Attack Rating: 14 / 10 / — / — / — Defense Rating Bonus: +6

  • Master of Flow (Passive): When bound, the user adds the Focus Rating to all Sorcery or Chronomancy tests.
  • The Infinite Lung (Passive): The wielder is immune to all Inhalation Vector toxins, gases, and environmental vacuum/temperature extremes.
  • Sovereign Anchor (Passive): The wielder cannot be moved by Knockback, Ramming, or magical displacement.
  • Active — Yirra’s Temporal Deluge: Spend a Major Action and 2 Edge. A 10-meter cone of superheated, time-distorted water is released. Targets resist 10P damage with a -4 AP. Those who take damage suffer the Stunned status (III) for 2 rounds.
  • Active — Recalled Vitality: As a Minor Action, the wielder may spend 1 Edge to heal (Rating) boxes of Physical or Stun damage by resetting their physical state.
  • Active — Chronal Siege: The weapon possesses the Demolition trait and deals double damage to Barriers and Vehicles.

Starfinder (2nd Edition / Playtest) Name: Eternal Chronos-Engine 922 Item Level: 20 Price: 450,000 Credits Usage: Held in 2 hands; Bulk: 3 Traits: Artifact, Analog, Hybrid, Fire, Earth, Temporal, Water, Heavy

Combat Stats: This is a +3 striking flaming thundering staff. It deals 6d12 bludgeoning + 2d8 fire + 2d8 force damage.

  • Bulwark Field (Passive): While wielding this weapon, you gain a +5 circumstance bonus to AC and a +3 bonus to all Saving Throws.
  • The Infinite Lung (Passive): You are immune to Fire and Cold damage, and immune to atmospheric hazards, including vacuum and inhaled poisons.
  • Geomantic Anchor (Passive): You gain a +10 circumstance bonus to your Fortitude DC against Shove, Trip, or Reposition attempts. You cannot be moved by teleportation effects against your will.
  • Activate — Yirra’s Temporal Deluge [two-actions] (water, temporal): Once per hour. You unleash a 30-foot cone. Each creature in the area must succeed at a DC 42 Reflex save or take 12d8 bludgeoning damage and become Stunned for 1 round.
  • Activate — Recalled Vitality [one-action] (healing, tech): Once per hour. You restore 100 Stamina Points or 50 Hit Points to yourself or an adjacent ally.
  • Activate — Aegis of the Lingering Sun [reaction]: Trigger: You are hit by an attack. Effect: You phase out of time. You are invulnerable until the start of your next turn.

Traveller (Mongoose 2nd Edition) Name: Chronal-Siege Piston Staff 922 TL: 17 (Ancient/Singularity) Mass: 10 kg Cost: Cr 4,500,000

  • Weapon Profile: Range (Melee), Damage 6D (ignores Armor up to TL 15).
  • Bulwark Protection: While held, the staff acts as a portable barrier, providing +10 Protection against all physical and energy attacks.
  • Life Support (The Infinite Lung): The staff provides a permanent, localized life-support bubble. The wielder is immune to vacuum, radiation, and tainted atmospheres.
  • Magnetic-Temporal Anchor: The wielder cannot be moved by zero-G recoil, explosive decompression, or tractor beams.
  • Active — Steam Vent (Deluge): Requires 1 Internal Power charge. Attack: Cone (10 meters). Damage: 4D Fire/Impact. Effect: Targets must make a Difficult (12+) END check or be incapacitated for 1D6 rounds.
  • Active — Recalled Vitality: Requires 2 Internal Power charges. Effect: The user’s END and STR characteristics are restored to their maximum value instantly.
  • Internal Power: The staff has 20 charges, recharging 1 per hour through ambient ley-line absorption.

Warhammer Fantasy Roleplay (4th Edition) Name: The Bastion of the First Sun 922 Group: Polearm (Two-Handed) Encumbrance: 4 Availability: Unique (Legendary Artifact) Qualities: Defensive, Durable, Impact, Pummeling, Runic (Time)

  • The Infinite Lung: The wielder is immune to all Suffocation rules, Smoke, and Poison Gas. They gain the Ward (4+) trait against Fire and Cold attacks.
  • Geomantic Anchor: The wielder cannot be moved by the Opposed Strength test of a Charge, Bash, or Monstrous creature unless the attacker is Size (Enormous) or larger.
  • Thermal Chrono-Charge: Every successful hit adds +1 Damage to subsequent hits in the same combat (Max +10).
  • Active — Vent the Colossus (Deluge): Spend 2 Advantage. The wielder vents superheated steam. All enemies within a 5-yard radius suffer a Strength 6 Hit (Fire) and gain 2 Blinded and 1 Stunned condition.
  • Active — Recalled Vitality: Spend 1 Resolve point. The wielder or an ally within 5 yards instantly removes all Fatigue and Bleeding conditions and restores Wounds equal to (Toughness Bonus + Tier).
  • Active — Siege Engine: Damage is tripled against all inanimate objects, gates, and fortifications.