Turncloak When you decide it's time to pick a side, I'll help you get there.

3
Requires Seasoned
This Artifact grants you the power to change your location without traveling the distance between.
Used by Leon Vanderblight, Created by leonvanderblight.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see The user ignites and burns to dust over the cast time. You must use this Artifact obviously when activating this Effect.)

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to anywhere else you can see. Even through mystical means. Though you do ignite into a multicolored fireball and proceed to have all the skin slough off your bones before turning to ash and then repeating the process in reverse on arrival.


Exert your Mind and spend 2 Actions. Select a Location within your line of sight.

You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user ignites and burns to dust over the cast time.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Alertness at Difficulty 6.

If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to must only eat plant based foods for for the next month. If they violate this rule, your treatment is immediately reversed.

Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

Possession of this Power grants the following Trauma at all times: if Raz has 4 or more mind/3 or more traumas damage, every 30 seconds he must roll mind to resist sitting down to meditate.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.

To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.

Exert your Mind and spend an Action. Select a Location within 10 feet. This Effect cannot be used unless under a Close Protection Contract.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

You may communicate through your ward, though doing so will reveal its presence.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Causes bleeding from arteries all over the body. They only die if they try to get help. They have a sense of this as soon as it starts. Can be called of by me at anytime

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must bystanders are unable to sense our presence during a deal to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

You may revert a penalty for breaking one of your oaths on any participant other than yourself.

It is obvious to your target that the oath you are proposing will be supernaturally enforced.

  • Reverting a penalty covers only the direct penalty for breaking the oath, eliminating the relevant Injury, Battle Scar, etc.
  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

You learn the following information about the area:

  • You can tell how many living things have died in this area, what they were, and roughly when the deaths occurred.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Chewing Tobacco to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • This does not satisfy the Line of Sight requirement for targeted Effects.

This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.

Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

You receive +2 dice to any rolls made against a marked target.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.