Dreamlands Travel Permit "Your papers are in order. Safe travels!"

4
Requires Veteran
This Artifact grants you the power to change your location without traveling the distance between.
Used by Minerva McAlaster, Created by Polymorph.
( You must obviously use this Artifact to activate this Effect. When activating this Effect, this Artifact is obviously Alien and cannot be concealed under your clothes or similar.)

This Travel Permit bears the signature of the Queen of the Dreamlands and entitles the barer to transit via the paths there. They hold the permit close to their chest, and close their eyes, doing their best to sleep. After a minute, they - and anyone else touching them - collapse into shimmering dreamdust, forming in the Travel Plaza in the Dreamlands. Alternatively, from there, they may take any of the paths to... anywhere, really. The Dreamlands touches everything.

The Travel Plaza in the Dreamlands is an expansive area, consisting of a large plaza with mirrors around the outside. These mirrors reflect various things in various worlds. Above the sky looks like a large nebula, roiling with purples and reds and yellows. Around the plaza is the Chaos Sea, made of mercury that reflects the lights from above. It rolls with soft waves. The wind is sweet.

A path leads from the Plaza to a city wall in the distance. Behind it is a large castle, a shining beacon. The path is guarded by a pair of anthropomorphic men in what appear to be civil war era uniforms. They carry weapons made of light.

The castle in the distance has high walls, made of a stone that glows softly. Inside of the walls is a small city, built around the castle proper.

Notes:
Items cannot be removed from the Dreamlands without other gifts - they collapse into dreamstuff when coming out.
The Chaos Sea will consume anything placed inside its heavy waters
Leaving 'mapped areas' is very unsafe, and easily leads to being lost in a constantly shifting haze from which escape is very difficult.


Exert your Mind and spend 1 minute. If you are at The Travel Plaza in Minerva's Castle in the Dreamlands, you may choose a target Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc; otherwise, your target may only be The Travel Plaza in Minerva's Castle in the Dreamlands.

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 1 full Round before activating this Effect again.

  • Traveling through a sense other than sight does not guarantee a safe landing; traveling purely by GPS to the top of a mountain which had been forecast to undergo volcanic activity, for example, may not be a wise move.
  • 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

“Happy thoughts, huh? Good on you, kiddo.”

The apples started when Grace became homesick in England. Missing Jersey and her old hidey holes, and farther back, her bedroom… blanket caves were always her favorite. Before she was able to recreate that with Chamael’s help, her desperation gave her a fix.

Grace made the realization that allowing her mind to wander off to bitter and bad memories changes the apple to be just as bitter, soaked in cyanide. She's on guard about it now, and is considering possibilities...

Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up apple in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Spend an Action. Select a target within 20 feet. You must use up an Arrow in order to activate this Effect.

Your target is marked with a glowing green arrow tattoo. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's vital status, injuries, 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.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.

Formed from knowledge gifted to him, Roy is able to loosen the dimensional fabric around his target. Upon colliding with the rings an attack is shifted in the 4th dimension, causing their damage to be weakened or sometimes miss entirely. Objects that leave the ring's circumference return to their original state regardless of how much they shifted.

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. You cannot target yourself. You must actively and obviously use cane or staff to activate this Effect. Roll Intellect + Science at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome + 4 Damage. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • 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.

Spend 15 minutes. Select a Living target within arm's reach. You cannot target yourself.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects. Your patient is required to Nightly Meditation dedicated to the Goddess Abirephoru (Plum) for 1 minute before they sleep for the next month. If they violate this rule, your treatment is immediately reversed.

This Effect is not obvious, and the only sign you are using an Effect is the cat will loaf up on someone and purr. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

This Gift's Cost is capped at 2 and cannot be increased further.

  • The patient is aware of this requirement.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

You must actively and obviously use a cane to activate this Effect.

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 shake hands (or cane) 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:

  • The oath-breaker dies (if alive)
  • 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.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

Possession of this Power grants the following Battle Scar: Happy Doing Business - You just can't keep that smile off your face. (You always have a smile on your face. Whenever you would be interacting with someone, roll Self-Control. If you fail, your grin widens even further into a demonic smirk, giving you +2 Difficulty on all Social Rolls with that person).

  • 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.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water 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 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.

  • 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.

Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.

If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

  • This consumable is destroyed when used and cannot be used again.
  • 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.

Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

You may only use this Effect once 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.