Enigmatic Abuse Deflector

Description: The Enigmatic Abuse-Deflector is a rare and enigmatic item found in exclusive and discreet shops scattered throughout the world of Saṃsāra. As the Industrial Age commingles with the historical echoes of the Middle-Ages and the Renaissance, this artifact embodies the intricate balance between magical artistry and technological innovation. The Abuse-Deflector serves as a trap, puzzle, and hidden lock, emphasizing the concept of abuse in safeguarding the item or location it protects.

Cost: The Enigmatic Abuse-Deflector is a valuable and sought-after item, reflecting its rarity and power. Its cost could range from a considerable sum of gold to a priceless artifact or favor traded with secretive entities.

Tags: Magical, Tricky, Aberrant, Protective, Mystical, Mechanical, Virtuous, Trap, Aura, Gemstone, Sculpture, Intent, Countermeasure

Detailed Appearance: The Enigmatic Abuse-Deflector appears as an intricately designed and unsettling mechanical sculpture, featuring dark-hued metal intertwined with luminescent gemstones that exude an eerie glow. Its twisted and labyrinthine structure seems to resonate with both a sense of unease and a captivating allure. At its center, a mystical eye, crafted from an opaque, multifaceted crystal, gazes unblinkingly, as if perceiving the intentions of those who approach it.

Usage: The Enigmatic Abuse-Deflector can be employed as a protective measure for items, doors, or important locations that require safeguarding. When activated, the Deflector assumes a stationary position, where it surveils and assesses the intentions of individuals attempting to access or interact with the protected area.

When someone approaches the protected location, the Deflector’s eye glows with intensity, scanning the individual’s aura for signs of abusive or harmful intent. Its purpose is to prevent the misuse or exploitation of the protected item or area by detecting those who seek to abuse its power, knowledge, or resources.

Solving the Puzzle: The puzzle aspect of the Enigmatic Abuse-Deflector lies in determining the specific criteria by which it discerns abusive intent. To solve the puzzle, the players must decipher the mystical engravings etched onto the Deflector’s surface, which offer cryptic hints about the qualities it seeks in those who approach.

The clues may reference historical figures known for their benevolence or explore abstract virtues like empathy, humility, or reverence for knowledge. The players must piece together the clues to understand what traits the Deflector perceives as indicative of abusive intent.

Success Outcome: When the players successfully discern the Deflector’s criteria and approach the protected area with intentions deemed pure and non-abusive, the eye of the Deflector radiates with a gentle, welcoming glow. The sculpture seems to relax, unlocking its protective enchantment and granting access to the protected location.

Moreover, the Enigmatic Abuse-Deflector bestows a temporary boon upon those who prove their virtue, such as enhanced perception or a sense of guidance, rewarding their sincerity and respect.

Failure Outcome: If the players fail to understand the Deflector’s puzzle or approach with intentions the Deflector deems abusive, the eye darkens, and the sculpture tenses, signifying that abuse has been detected.

In response to an abusive intent, the Deflector triggers an arcane countermeasure that varies based on its surroundings and the setting. This could range from summoning spectral guardians to thwart the intruders or invoking a ward that forcibly repels the abusers from the protected area.

The countermeasure acts consequently for attempting to exploit or abuse the item or location under the Deflector’s protection, discouraging future malicious endeavors.

How the Enigmatic Abuse-Deflector is solved, including the riddles and mechanisms required:

  • Discovering the Engravings: The first step for the players is to examine the intricate engravings etched onto the surface of the Enigmatic Abuse-Deflector. These engravings depict ancient symbols, abstract patterns, and references to historical figures known for their benevolence, wisdom, or heroic deeds. Players must study the engravings closely, seeking patterns or connections that could hint at the Deflector’s criteria for detecting abusive intent.
  • Decoding the Clues: As the players analyze the engravings, they may start to notice recurring symbols or themes. The riddles presented within the engravings challenge them to reflect on virtues like empathy, humility, respect for knowledge, and compassion for others. The riddles might take the form of cryptic verses, each hinting at a specific quality the Deflector values.
  • Assembling the Puzzle: The players must piece together the meanings of the riddles and decipher the qualities the Deflector seeks in those who approach the protected area. For example, one riddle might reference a wise ruler who prioritized the well-being of their subjects, while another could allude to a selfless scholar who used their knowledge to benefit society.
  • Demonstrating Virtuous Intent: Once the players believe they understand the Deflector’s criteria, they must demonstrate their virtuous intent when approaching the protected area. This requires role-playing their characters with sincerity and embodying the qualities suggested by the riddles.
  • Mechanism Activation: The Enigmatic Abuse-Deflector’s mystical eye reacts to the players’ presence, scanning their auras for signs of abusive intent. The eye’s glow and the sculpture’s response depend on the players’ demonstration of virtue. If their intentions align with the Deflector’s values, the eye emits a warm, welcoming glow, and the sculpture seems to relax.
  • Temporary Boon: Upon successful activation, the Deflector grants the players a temporary boon, such as enhanced perception or a sense of guidance. This boon serves as a reward for their virtuous intent and provides them with assistance in their endeavors to access the protected area.

Failure Outcome: If the players approach the protected area with intentions that the Enigmatic Abuse-Deflector perceives as abusive, the eye darkens, and the sculpture tenses, indicating the detection of abuse.

In response to the detected abusive intent, the Deflector triggers an arcane countermeasure. The exact nature of the countermeasure depends on the setting and the narrative. Potential countermeasures include:

  • Summoning Spectral Guardians: The Deflector summons ethereal guardians or constructs to thwart the intruders. These guardians are empowered by the Deflector’s magic and are formidable adversaries.
  • Invoking a Ward: The Deflector invokes a powerful ward that forcibly repels the abusers from the protected area. The ward might create a barrier, causing the intruders to be pushed back forcefully.
  • Dampening Aetheric Energy: The Deflector absorbs and dampens the aetheric energy of the abusers, weakening their abilities and making it difficult for them to progress.

Notes: Solving the Enigmatic Abuse-Deflector requires the players to engage deeply with the riddles and virtues presented. Role-playing their characters’ intentions and embodying the suggested qualities is crucial to success. The Deflector’s reaction to abusive intent adds a moral dimension, where players’ choices and actions have tangible consequences. The dynamic mixture of magical and technological elements within the Industrial Age setting contributes to the Deflector’s enigmatic and immersive nature.

Saga of the Eye of Warding Gaze

In a time when the world was yet unhewn, before the tongues of men found shape, there lingered a tale from a speech so old it slips through fingers like sand. This is the story, garbled and worn, of the Eye of Warding Gaze—what we now call the Enigmatic Abuse-Deflector in our faltering words. Passed from a language lost to dust into the stammering chants of ancients who grasped at its shadow, it is the yarn most whispered of this strange thing, a guardian born of metal and mystery in the land they named Saṃsāra, though the sound rings hollow against its true call.

Long ago, when the skies burned with colors no eye could hold and the ground trembled with secrets, the world was a place of wild making. Magic ran thick as rivers, and the spirits of stone and wind spoke in riddles. Into this chaos came a smith—or perhaps a seer, for the old words tangle here—whose name is scratched away, though some mutter she was the Keeper of Silent Truths. She walked not for glory nor hoard, but to shield something precious, something the ancients call “the heart’s yield,” though we guess at “knowledge” or “peace” in its stead. The tale says she climbed the Blackspire, a peak of jagged iron that wept shadow, and there found a stone unlike any other—a crystal eye, cloudy yet alive, torn from some forgotten star.

For seven cycles of the twin moons, she wrought this eye into a form both wondrous and dreadful. Her forge was no fire, but a hum of will, bending dark metal into coils and thorns, threading it with gems that flickered like trapped souls. At its heart she set the crystal eye, and it stared, unblinking, as if it could pierce flesh and spirit alike. The thing she made was no mere lock, but a watcher—a trap woven of craft and curse. The old tongue calls it “the warder of misuse,” a phrase we twist into “deflector of abuse,” for it stood against those who would take with greedy hands or cruel hearts. Twelve signs it bore, though the number shifts in the telling—marks of mercy, of meekness, of reverence, etched in lines that glowed with a cold, judging light.

The Eye of Warding Gaze was placed before a hidden trove—some say a cave of glowing scrolls, others a well of liquid starlight—where truths too vast for mortal minds lay sleeping. It rooted itself there, its metal tendrils sinking into stone, and waited. To pass its gaze, one must unravel its riddle, for it saw not just deeds but the soul’s bent. Its engravings, scratched and curling, spoke of old ones who gave rather than took—kings who fed the hungry, sages who shared their light. But the words were sly, twisted into knots that baffled the proud and the hasty.

Many sought the Eye’s prize. There was Vorn the Ironhand, a warlord clad in steel, who roared commands and struck the relic with his axe. The eye flared black, and from its coils sprang specters of smoke and blade, tearing Vorn’s host apart until the wind carried their cries no more. Then came Sylith, a cunning thief with eyes like a hawk, who traced the engravings with deft fingers and honeyed lies. The eye dimmed, and a wall of force flung her back, her bones snapping like dry twigs. The ancients whisper she crawled away, cursing, until the wilds swallowed her.

Yet one came different—a figure blurred in the telling, called sometimes Mira, sometimes nothing at all. She bore no weapon, only a cloak patched with care, and in her hands a bowl of water for a stranger she’d nursed on the road. Before the Eye she stood, not to demand but to offer. She spoke soft words—of sorrow for the broken, of hope for the lost—and the engravings lit one by one, as if waking. The crystal eye softened, its glow warm as dawn, and the metal thorns parted like a bloom, baring the trove within. What she found, the tale cannot hold—some say a voice that taught her all things, others a mirror of her own heart. She stepped through, and the Eye closed behind her, silent once more.

The saga splinters here, as if the ancients lost the thread. The Eye of Warding Gaze lingered through time, its form unchanged as the world grew strange. When the fires of the Industrial Age rose, blending smoke with sorcery, it found new keepers—shadowed merchants and veiled guilds who traded it for secrets or blood-oaths. Its cost was never mere coin, but a proving, a price of intent. It stands still in Saṃsāra, a sentinel of metal and light, its eye ever watchful, its riddle ever sharp. Though its maker’s name fades, though its first tongue is mute, the story clings—a broken echo of a truth that cuts deeper than steel.

Moral of the Story: The truest shield is not force, but the quiet strength of a heart that gives without taking.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item Name: Eye of Warding Gaze

  • Description: A grotesque mechanical sculpture of dark metal and glowing gemstones, centered by an unblinking, multifaceted crystal eye. This artifact guards forbidden knowledge or cursed relics, scanning for abusive intent with an eerie, otherworldly sentience.
  • SAN Cost: 1/1d6 (upon witnessing its gaze activate; success on a Sanity roll halves loss).
  • Characteristics: 
    • Size: 18 inches tall 
    • Weight: 10 lbs 
    • Durability: Immune to mundane damage; requires an Extreme POW roll (opposed by its POW 80) to affect with magic. 
    • POW: 80 (reflects its mystical awareness).
  • Mechanics: 
    • Unlocking the Gaze: Investigators must bypass its judgment through three steps: 
    • An INT roll (Extreme difficulty) to decode the engravings’ cryptic virtues (e.g., Empathy, Humility, Reverence). 
    • A role-playing demonstration of each virtue (e.g., aiding an NPC for Empathy), judged by the Keeper. 
    • A POW roll (Hard difficulty) opposed by the artifact’s POW 80 to prove pure intent.
    • Success: The eye glows warmly, unlocking the area and granting a +10% bonus to Spot Hidden or Listen for 1d4 hours. 
    • Failure: The eye darkens, triggering a 1d4/1d8 SAN loss and summoning a Mythos entity (e.g., Hound of Tindalos, STR 70, CON 50, SIZ 60, INT 80, POW 90, DEX 90, HP 11, Damage 1d6+1).
  • Keeper Notes: Its alien design might tie it to a Great Old One’s cult; scale the entity’s power to party size.

Blades in the Dark (v8.2)

Item Name: Eye of Warding Gaze

  • Type: Arcane Artifact (Rare, Tier IV)
  • Description: A twisted sculpture of dark metal and glowing gems, its crystal eye staring with unsettling judgment. It protects a vault or stash, thwarting those with abusive intent.
  • Magnitude: 7 (potent supernatural effect).
  • Load: 3 (bulky and heavy). 
  • Mechanics: 
    • Score Usage: Activating or bypassing it is a short score (e.g., infiltrating a smuggler’s den). 
    • Activation: Requires a group action with an 8-segment clock: 
    • Study or Survey (Limited/Standard/Great effect) to interpret the virtues from engravings (e.g., Compassion, Respect). 
    • Role-Play Virtue: Each crew member takes a 1-stress action showing a virtue (e.g., refusing a bribe for Integrity). 
    • Tinker or Attune to appease the eye (8-segment clock).
    • Success: The eye glows softly, unlocking the area and granting +1d to a roll tied to a virtue (e.g., Consort for Empathy) for the next score. 
    • Failure: A darkened gaze inflicts 5-stress feedback (resist with Resolve) or summons a Tier III ghost (e.g., Vengeful Wraith, Quality 3).
    • Downtime: Researching it costs 3 Coin and a Study roll (Desperate position).
  • Crew Notes: Balance rewards against Tier; higher Tiers face tougher countermeasures.

Dungeons & Dragons (5th Edition)

Item Name: Eye of Warding Gaze

  • Type: Wondrous Item, Very Rare (requires attunement)
  • Description: A dark, twisted sculpture of metal and gemstones, its central crystal eye glowing ominously. It guards a location, judging intent with arcane precision.
  • Properties: 
    • AC: 19 
    • HP: 60 
    • Damage Immunities: Psychic, Poison 
    • Condition Immunities: Charmed, Exhaustion, Frightened
  • Mechanics: 
    • Activation: To unlock the protected area: 
    • DC 16 Intelligence (Investigation) check to decode the virtues (e.g., Humility, Compassion, Reverence) from engravings. 
    • Demonstrate each virtue through role-playing (e.g., sharing resources for Compassion), judged by the DM. 
    • DC 18 Wisdom (Insight) or Intelligence (Arcana) check to align intent with the eye’s judgment (one check per virtue).
    • Success: The eye glows warmly, opening the area and granting advantage on Perception checks for 8 hours. 
    • Failure: The eye darkens, triggering a trap (e.g., Evard’s Black Tentacles, DC 16 Strength save, 3d6 bludgeoning damage) or summoning a guardian (e.g., Helmed Horror, MM p. 183). 
    • Attunement: The bearer gains +1 to Wisdom saves but suffers 1d6 psychic damage if acting abusively (e.g., theft).
  • DM Notes: Adjust DCs or guardian CR for party level (e.g., CR 4-6 for levels 6-9).

Knave (2nd Edition)

Item Name: Eye of Warding Gaze

  • Type: Magical Artifact
  • Description: A dark, mechanical sculpture with glowing gems and a staring crystal eye, it guards a secret place by judging intent.
  • Stats: 
    • Defense: 17 
    • HP: 12 
    • Slots: 3 (awkward to carry)
  • Mechanics: 
    • Unlocking: Requires three steps, each a roll against Difficulty 16 (d20 + relevant ability bonus): 
    • Wits to interpret the virtues from engravings (e.g., Empathy, Respect). 
    • Role-Play Virtue: Perform an action reflecting each virtue (e.g., helping an ally for Compassion), judged by the GM; failure adds +2 to the next Difficulty. 
    • Charisma or Intellect to convince the eye of pure intent (one roll per virtue).
    • Success: The eye glows softly, opening the area and granting +1 to Wisdom or Charisma for the next day. 
    • Failure: A darkened gaze triggers a trap (e.g., 3d6 psychic damage, save vs. Wisdom 16 for half) or summons a foe (e.g., Shadow, Defense 14, HP 6, Damage 1d6).
    • Usage: Immobile once placed; breaking it requires a Strength 18 check and releases a 2d6-damage burst (15 ft radius).
  • GM Notes: Scale Difficulty or foe strength to party inventory (e.g., +1 Difficulty per 4 item slots total).

Fate Core System

Item Name: Eye of Warding Gaze

  • Description: A twisted mechanical sculpture of dark metal and glowing gemstones, its central crystal eye radiating an eerie, judgmental light. It guards a precious location, thwarting those with abusive intent.
  • Aspects: 
    • Watcher of Intent 
    • Eerie Sentinel 
    • Unrelenting Trap
  • Mechanics: 
    • Activation Challenge: Bypassing the Gaze is a challenge with three steps: 
    • Investigation (Overcome): Roll Lore or Notice (+5 opposition) to decipher the virtues (e.g., Empathy, Reverence, Humility) from its engravings. Success reveals an aspect like Hints of Compassion. 
    • Virtue Demonstration (Create an Advantage): Role-play a virtue (e.g., aiding a foe for Empathy), rolling an appropriate skill (e.g., Empathy, Rapport) against +3 opposition. Success creates an aspect like Act of Mercy with one free invoke. 
    • Alignment (Overcome): Roll Will or Crafts (+6 opposition) to prove pure intent to the eye. Invoking virtue aspects reduces opposition by 2 per invoke.
    • Success: The eye glows warmly, unlocking the area and granting a boost (e.g., Guided by Virtue) for the scene. 
    • Failure: A darkened gaze imposes a situation aspect like Judged Unworthy (+2 opposition to retries) or triggers a conflict (e.g., spectral guardians, Physique +4).
    • Stunts:
      • Discerning Sight: Once per session, gain +2 to interpret the Gaze’s engravings.
  • GM Notes: Adjust opposition based on group skill levels (+1 per tier above average).

Numenera (Cypher System)

Item Name: Eye of Warding Gaze

  • Type: Artifact
  • Level: 7
  • Description: A dark, mechanical sculpture with luminescent gems and a multifaceted crystal eye, it guards a numenera cache or ruin, judging intent with arcane precision.
  • Effect: Unlocks a protected area when appeased.
  • Depletion: 1 in 1d20 (checked after each failed attempt). 
  • Mechanics: 
    • Activation Task: Requires three steps, each an Intellect task (Difficulty 7): 
    • Understanding: Decode the virtues (e.g., Humility, Compassion, Respect) from engravings. Effort or an asset (e.g., numenera lore) reduces difficulty by 1. 
    • Virtue Demonstration: Perform an action reflecting each virtue (e.g., sharing resources for Compassion), judged by the GM. Success lowers the next task’s difficulty by 1. 
    • Alignment: Convince the eye of pure intent (Intellect task) or adjust its mechanisms (Speed task). All three virtues must be proven.
    • Success: The eye glows softly, opening the area and granting a cypher (e.g., Level 5 Perception Enhancer) tied to a virtue. 
    • Failure: A darkened gaze triggers a GM Intrusion: a Level 6 ward repels intruders (Might 18 to resist) or summons a Level 4 guardian (Health 12, Damage 4).
  • Notes: Depletion reflects strain from misuse; adjust guardian level for party tier (e.g., +1 per tier above 3).

Pathfinder 2nd Edition

Item Name: Eye of Warding Gaze

  • Item Level: 11
  • Type: Wondrous Item (Magical)
  • Bulk: 2
  • Price: 1,200 gp
  • Description: A dark, twisted sculpture of metal and glowing gems, its crystal eye staring unblinkingly. It protects a location by judging intent with mystical power.
  • Traits: Magical, Divination 
  • Mechanics: 
    • Activation: [Interact, 3 actions] Unlocks a protected area via a three-step process: 
    • Recall Knowledge (Occultism or Society, DC 28): Identify the three virtues (e.g., Reverence, Empathy, Humility) from engravings. Success reveals them. 
    • Virtue Demonstration: Role-play each virtue (e.g., refusing greed for Humility), judged by the GM. Success grants a +2 circumstance bonus to the next check. 
    • Perception or Occultism (DC 30): Prove pure intent to the eye. Critical success reduces actions to 2.
    • Success: The eye glows warmly, opening the area and granting a +1 status bonus to Perception or Will saves for 1 hour. 
    • Failure: The eye darkens, triggering a trap (e.g., Phantasmal Killer, DC 30 Will save, 8d6 mental damage) or summoning a guardian (e.g., Invisible Stalker, Level 7).
  • Craft Requirements: Craft Magical Item, 600 gp, rare crystals.
  • GM Notes: Adjust DCs or guardian level for party level (e.g., DC -2 for levels 8-10).

Savage Worlds Adventure Edition (SWADE)

Item Name: Eye of Warding Gaze

  • Type: Arcane Device
  • Weight: 10 lbs
  • Cost: 1,500 credits (or equivalent treasure)
  • Description: A dark, mechanical sculpture with glowing gems and a staring crystal eye, it guards a location by detecting abusive intent.
  • Power Points: 12 (recharges 1/day at dusk). 
  • Mechanics: 
    • Activation: A multi-action process requiring three successes: 
    • Occult or Research (TN 7): Decode the virtues (e.g., Compassion, Humility, Respect) from engravings. Success identifies them. 
    • Virtue Demonstration: Role-play each virtue (e.g., aiding an ally for Compassion), judged by the GM. Success grants a Benny on a raise. 
    • Repair or Spirit (TN 9): Align intent with the eye’s judgment. A raise speeds activation (1 action).
    • Success: The eye glows softly, opening the area and granting +1 to Notice or Spirit rolls for the scene. 
    • Failure: A darkened gaze triggers a Hazard (e.g., psychic pulse, Vigor TN 9 or 2d8 damage) or summons a foe (e.g., Spectral Guardian, Str d6, Vigor d8, Fighting d8, Damage 2d6).
    • Power: Detect Intent (2 PP/action, Range: Touch, Duration: Instant).
  • Notes: Adjust TNs or foe stats for party Rank (e.g., +2 TN for Seasoned).

Shadowrun (6th Edition)

Item Name: Eye of Warding Gaze

  • Type: Magical Focus (Artifact)
  • Description: A dark, twisted sculpture of metal and glowing gemstones, its central crystal eye radiating an eerie light. This relic guards a high-value target, scanning auras for abusive intent with a blend of magic and tech.
  • Force: 7
  • Availability: 20F
  • Cost: 75,000¥
  • Karma Cost to Bond: 14 
  • Mechanics: 
    • Activation: Bypassing requires a three-step run: 
    • Arcana or Assensing + Logic (Threshold 6): Decode the virtues (e.g., Empathy, Respect, Humility) from engravings or astral traces. 
    • Virtue Demonstration: Role-play each virtue (e.g., aiding a teammate for Empathy), judged by the GM. Success grants +2 Edge for the next roll. 
    • Counterspelling + Willpower or Electronics + Logic (Threshold 7): Prove pure intent or hack its mechanisms. Edge can reroll failures.
    • Success: The eye glows warmly, unlocking the area and granting +1 die to Perception or Astral Combat for 1 hour. 
    • Failure: The eye darkens, triggering a mana backlash (Drain Value 7, resisted with Willpower + Counterspelling) or summoning a Force 5 Spirit (e.g., Spirit of Earth, B6 A3 R4 S6 C5 I5 W5, Powers: Guard).
  • Notes: Classified as Forbidden (F) due to its potency; adjust Thresholds for runner experience (e.g., +1 per 5 runs).

Starfinder (Core Rulebook)

Item Name: Eye of Warding Gaze

  • Item Level: 12
  • Type: Hybrid Item (Magic/Tech)
  • Price: 35,000 credits
  • Bulk: 2
  • Description: A dark, mechanical sculpture with glowing gems and a multifaceted crystal eye, it protects a vault or ruin by judging intent with hybrid precision. 
  • Mechanics: 
    • Activation: Requires three checks over 10 minutes (or 1 minute with risk): 
    • Culture or Mysticism (DC 29): Identify the virtues (e.g., Compassion, Humility, Reverence) from engravings or data. 
    • Virtue Demonstration: Role-play each virtue (e.g., sparing an enemy for Compassion), judged by the GM. Success reduces the next DC by 4. 
    • Engineering or Mysticism (DC 31): Align intent with the eye’s judgment. Critical success halves the time.
    • Success: The eye glows softly, opening the area and granting a +2 insight bonus to Perception or Will saves for 24 hours. 
    • Failure: A darkened gaze triggers a trap (e.g., Psychic Barrage, 6d8 psychic damage, Will DC 19 for half) or summons a guardian (e.g., Nanite Swarm, CR 10).
    • Capacity: 20 charges (recharges 2/day in dim light).
    • Usage: 2 charges per activation attempt.
  • GM Notes: Adjust DCs or guardian CR for party level (e.g., CR 8-10 for levels 9-11).

Traveller (2022 Update, Mongoose 2nd Edition)

Item Name: Eye of Warding Gaze

  • Type: Artifact (Alien Relic)
  • TL: 16 (beyond Imperial understanding)
  • Weight: 3 kg
  • Cost: Cr300,000 (black market)
  • Description: A dark, twisted sculpture with glowing gems and a staring crystal eye, it guards a lost site by assessing intent with alien tech. 
  • Mechanics: 
    • Activation: A Very Difficult (12+) task chain: 
    • Education or Science (Xenology) 10+ (1-6 hours): Decode the virtues (e.g., Empathy, Respect, Humility) from engravings. Effect reduces the next roll’s DM by -1 per 3 points. 
    • Virtue Demonstration: Role-play each virtue (e.g., aiding a stranger for Empathy), judged by the Referee. Success grants +2 DM to the next roll. 
    • Mechanic or Psionics 12+ (10-60 minutes): Prove intent or adjust mechanisms. Boon dice apply.
    • Success: The eye glows warmly, opening the area and granting +1 DM to a skill tied to a virtue (e.g., Medic for Compassion) for 1 day. 
    • Failure: A darkened gaze triggers a hazard (e.g., psychic pulse, 4d6 damage, INT 10+ to avoid) or summons a guardian (e.g., Security Bot, Armor 12, Hits 25, Weapon 3d6).
  • Notes: Adjust task difficulty or guardian stats for crew skill (e.g., +2 difficulty for Expert crews).

Warhammer 40,000: Wrath & Glory (Revised Edition)

Item Name: Eye of Warding Gaze

  • Type: Artefact (Relic)
  • Value: 8 (Very Rare)
  • Keywords: Imperium, Chaos, Psychic
  • Description: A dark, mechanical sculpture with glowing gems and a crystal eye, it guards a sacred or tainted site, judging intent with warp-infused scrutiny. 
  • Mechanics: 
    • Activation: A Tier 3 objective requiring three tests: 
    • Scholarship or Lore (Warp) (DN 6): Decipher the virtues (e.g., Duty, Compassion, Purity) from engravings or visions. Success grants +1 die to the next test. 
    • Virtue Demonstration: Role-play each virtue (e.g., aiding the weak for Compassion), judged by the GM. Success adds 1 Wrath point on a Glory. 
    • Tech or Psychic Mastery (DN 7): Prove intent or adjust the eye’s mechanisms. Shifting a die to a 6 (Exalted Icon) speeds success.
    • Success: The eye glows softly, opening the area and granting +1 Soak tied to a virtue (e.g., Duty) for the scene. 
    • Failure: A darkened gaze risks Corruption (Willpower DN 6 to resist 1d6 points) or summons a foe (e.g., Warp Spawn, Threat 4, Wounds 10, Damage 6).
    • Ruin Cost: 2 (GM spends to trigger failure effects).
  • Notes: Adjust DN or Threat for Tier (e.g., DN 5 for Tier 2, Threat 6 for Tier 4).