Phenomenon 42 of the Forsaken

Lore: The Phenomenon 42 of the Forsaken is an enigmatic cloak spun from shadow and light, rumored to be woven by an ancient entity whose name has been abandoned by history. It is said that those who wear the cloak can draw upon its magic to ease the pain of abandonment, whether self-imposed or inflicted by others.

Stats:

  • Armor Class: +1
  • Weight: 3 lbs
  • Durability: Moderate

Roleplay: Wearing this cloak exudes an aura of solemnity and detachment. It can help the character gain empathy or induce discomfort in social interactions depending on the situation. When worn, it grants the wearer the ability to sense the emotional void in others, enabling unique dialogue options related to abandonment and solitude.

Slot: Back/Cloak

Costs:

  • Gold: 100
  • Magic Essence: 5 units of elemental shadow

Magics:

  • Shadow Affinity: Gain advantage on stealth checks in dim light or darkness.
  • Empathy of the Forsaken: Once per tier per day, sense the emotions related to abandonment in others within a 20-foot plus tier die radius.
  • Ephemeral Defense: When attacked, the cloak can diffuse incoming magic, reducing magic damage by half for one attack. Can be activated once per tier per day.

Tags: Common Rarity, Tier 1, Abandonment, Shadow Woven, Emotional Void, Solitude’s Embrace, Light-Dark Balance, Soul Echo, Mournful Echo, Void-Threaded, Sorrow Resonance

Roleplay Focus: Abandonment

Usage in Defense: In defensive scenarios, the Phenomenon 42 of the Forsaken offers a unique blend of abilities. Its Shadow Affinity magic allows the user to blend into dim or dark environments more effectively, which is particularly useful for evading threats. The Ephemeral Defense feature provides a temporary shield against magical attacks, diffusing the energy to reduce damage. This cloak, therefore, offers solid defensive attributes, especially in environments where shadow and magic are prevalent.

Usage in Offense: Offensively, the cloak does not provide direct damage boosts but does offer tactical advantages. The Empathy of the Forsaken ability allows the wearer to sense vulnerabilities related to abandonment in enemies, potentially exposing psychological weaknesses that could be exploited. This information could be particularly beneficial in social confrontations or strategic planning. While the cloak itself doesn’t enhance the user’s attack, its unique abilities might offer an avenue for unconventional tactics.

The Phenomenon 42 of the Forsaken serves as a specialized piece of gear that combines magical properties and roleplay elements focused on the theme of abandonment. Its magical abilities and attributes make it a versatile choice for tier 1 characters, granting them both tangible and intangible advantages in different environmental contexts.

Perception of the Phenomenon 42 of the Forsaken

  • Sight
    • What is Perceived: The cloak appears as an ever-shifting tapestry of shadows and light.
    • Description: Onlookers often describe the cloak as a visual enigma, neither fully solid nor entirely transparent. The material seems to absorb and reflect light in unpredictable ways.
    • Positives: Difficult to focus on, providing a form of camouflage; enhances the wearer’s mysterious aura.
    • Negatives: Can draw unwanted attention due to its unusual appearance; may be considered unsettling or ominous by some.
  • Sound
    • What is Perceived: A soft, whispering hum when the cloak moves.
    • Description: The whispering is not audible to everyone and seems to fluctuate in pitch and volume, almost as if it’s communicating or reacting to its surroundings.
    • Positives: Can serve as a subtle alert for the wearer if the cloak senses nearby magic or abandonment emotions.
    • Negatives: May be distracting or unnerving during quiet moments or stealth missions.
  • Touch
    • What is Perceived: A cool, almost weightless fabric that adjusts to the body’s contours.
    • Description: The fabric feels like a blend of silk and liquid shadow, adaptable and comfortable.
    • Positives: Extremely comfortable to wear; adaptive fit means the cloak provides little to no hindrance in movement.
    • Negatives: The cool sensation may be uncomfortable in already cold environments.
  • Taste
    • What is Perceived: Not applicable as the item is not meant for consumption.
  • Smell
    • What is Perceived: A faint, earthy scent mixed with a hint of ozone.
    • Description: The smell is reminiscent of petrichor and freshly charged air after a lightning storm.
    • Positives: The scent can be refreshing and invigorating, boosting the wearer’s focus.
    • Negatives: Those with sensitive olfactory senses might find the smell too strong or unusual.
  • Extra-sensory Perceptions
    • Emotional Resonance
      • What is Perceived: Echoes of abandonment and solitude.
      • Description: Wearers often report feeling an emotional resonance with the cloak, as if it understands or shares their experiences of abandonment.
      • Positives: Provides a unique form of emotional support; enables the wearer to sense similar emotions in others.
      • Negatives: Can become emotionally overwhelming; may lead to the wearer becoming too focused on feelings of abandonment.
    • Magical Awareness
      • What is Perceived: An innate sense of surrounding magic flows.
      • Description: The cloak seems to vibrate or react subtly to the presence of magical phenomena.
      • Positives: Helps the wearer to detect magical traps or elements in the environment.
      • Negatives: The cloak might react to all kinds of magic, making it difficult to discern between benign and hostile magical presences.

In summary, the Phenomenon 42 of the Forsaken engages with its wearer and the surrounding environment across multiple sensory and extra-sensory dimensions. These perceptions contribute to both its utility and its complexity, offering advantages and drawbacks that the wearer must navigate to make the most out of this unique item.

Crafting Recipe for Phenomenon 42 of the Forsaken

  • Materials Needed:
    • 3 square yards of Shadowweave Fabric
    • 1 vial of Elemental Light Essence
    • 1 vial of Elemental Shadow Essence
    • 5 units of elemental fire
    • 5 units of elemental water
    • 1 Elder Rune of Abandonment
  • Tools Required:
    • Enchanting Table or Altar
    • Alchemy Kit
    • Sewing Kit imbued with minor magical properties
    • Ritual Dagger
    • Protective Gloves
  • Skill Requirements:
    • Level 5 in Enchanting
    • Level 3 in Alchemy
    • Level 2 in Tailoring
    • Basic knowledge of Elemental Magic
  • Crafting Steps:
    • Preparation:
      • Clear the crafting area of any distractions or impediments.
      • Lay out all materials and tools in an organized fashion.
      • Put on protective gloves before handling elemental essences.
    • Shadowweave Fabric Preparation:
      • Place the Shadowweave Fabric on the Enchanting Table.
      • Use the Ritual Dagger to carve minor runes of concealment and protection into the fabric.
    • Elemental Infusion:
      • Mix the Elemental Light Essence and Elemental Shadow Essence in an alchemy bowl.
      • Slowly pour the mixture onto the prepared Shadowweave Fabric, making sure to evenly distribute it.
      • Use your Mind’s Eye to channel elemental fire and water into the fabric, transforming it into a material capable of generating steam.
    • Rune Attachment:
      • Place the Elder Rune of Abandonment at the center of the fabric.
      • Activate the rune by channeling your magic through your Mind’s Eye, focusing on themes of abandonment and solitude.
    • Sewing and Final Enchantments:
      • Use the magical Sewing Kit to stitch together the cloak, paying particular attention to incorporate the Elder Rune seamlessly.
      • Once sewing is complete, return the cloak to the Enchanting Table.
      • Finalize the enchantments by channeling your magic through the entire cloak, solidifying its magical properties and abilities.
    • Testing and Calibration:
      • Put on the cloak to ensure all enchantments and magical properties are functioning as intended.
      • Adjustments can be made at this stage through minor incantations or additional alchemical treatments.
    • Completion:
      • Fold and store the cloak carefully, ensuring it is ready for use or distribution.

By following this detailed crafting recipe, one can create the Phenomenon 42 of the Forsaken, a unique cloak imbued with both physical and metaphysical properties. The process requires a combination of specialized materials, tools, and skills, and is designed to integrate the magical elements inherent to the world, making it a challenging but rewarding endeavor.

Tale of the Phenomenon 42 of the Forsaken

In the mists of antiquity, long before the first rays of the Industrial Age touched the lands, the Phenomenon 42 of the Forsaken was birthed in an epoch unremembered. It was said to have been created by Eryndor, a master enchanter, who himself was a being of celestial and shadowy origins. A wanderer of realms, Eryndor knew abandonment more intimately than love or companionship.

Unfulfilled by the mundane crafts of the age, Eryndor ventured into the dark recesses of the cosmos through his Mind’s Eye, gathering threads from the very fabric of the universe. Light and shadow intertwined under his skilled hands, stitched with runes and whispers that only those who knew true abandonment could comprehend.

Upon its completion, the cloak was said to be both a beauty and a terror to behold. It was unlike any other; an artifact that defied not just description but also comprehension. Yet, as with all things deeply magical, the Phenomenon 42 was as much a bane as it was a boon. It granted Eryndor powers beyond mortal understanding but also awakened a loneliness that was cosmic in scale.

The tale tells of Eryndor’s fated meeting with Soraya, a sorceress of light, who was irresistibly drawn to the enigmatic cloak. Their encounter was as brief as it was impactful. Soraya, too, was a soul touched by abandonment, and she perceived in the Phenomenon 42 a kindred spirit. It was during their fleeting interaction that Eryndor understood the cloak’s true nature. It did not merely protect or empower; it also resonated with the abandoned parts of one’s soul, magnifying both the pain and the power that came with it.

The Phenomenon 42 of the Forsaken was eventually lost to the annals of time, concealed in a labyrinth of arcane locks and magical barriers by Eryndor himself. Yet, the tale lived on, recounted by wandering minstrels and inscribed in fading scrolls. Soraya would go on to establish a sanctum for those touched by abandonment, always crediting her encounter with Eryndor and the Phenomenon 42 for showing her the path. Eryndor, it was said, vanished into the folds between realms, perhaps finally finding the peace that eluded him.

Moral of the Story: The magic that grants us power often resonates with the very elements of our being that we find difficult to face. The Phenomenon 42 of the Forsaken is a reminder that great power can often echo and amplify our deepest pains and longings. To wield such an artifact is not merely to command its might, but to confront and engage with the abandoned facets of one’s own soul.

Suggested conversion to other systems:

Call of Cthulhu (7th Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Cloak (Arcane Artifact)
  • Availability: Rare, possibly found in forbidden tomes or obscure occult collections
  • Game Mechanics:
    • Armor/Protection: The cloak doesn’t provide typical armor in Call of Cthulhu but grants a subtle sense of security. If worn, allow a bonus die (“advantage die”) on Stealth rolls made in dim light or shadow.
    • Empathy of the Forsaken: Once per day (Keeper’s discretion), the wearer may attempt a Hard POW roll. On success, they gain insight into another person’s emotional trauma or sense of abandonment. This can provide up to a +10% bonus on Persuade or Psychoanalysis rolls when dealing with that individual.
    • Ephemeral Defense: Once per day, when facing a Mythos-related effect that causes HP loss or SAN loss, the cloak can diffuse the effect. Reduce the total HP or SAN loss by half (rounded down).
  • Possible Drawbacks/Sanity Effects:
    • Wearing the cloak for prolonged periods (multiple days) may cause the wearer to experience unsettling visions or nightmares of being forsaken. Keeper may call for a SAN check (1/1d4 loss) after extended use.

Blades in the Dark

Item: Phenomenon 42 of the Forsaken

  • Type: Fine Arcane Cloak
  • Load: 2 (counts as a bulky garment with supernatural properties)
  • Tier: Typically Tier II (could be higher for powerful factions)
  • Game Mechanics:
    • Shadow Affinity: You gain +1d when you Hide or Prowl in dim or dark conditions.
    • Empathy of the Forsaken: Once per Score, you can attune to the cloak’s sorrowful resonance and learn if a nearby NPC (close conversation range) is grappling with abandonment or betrayal. The GM might reveal a key emotional vulnerability that can be exploited with Consort or Sway.
    • Ephemeral Defense: Once per Score, you can reduce the effect level of a supernatural or arcane threat by one step (e.g., from Severe to Standard). This may represent partial negation of spiritual or magical harm directed at you.
  • Possible Consequence:
    • Overindulgence in the cloak’s power might attract ghosts or demons tied to abandonment, at the GM’s discretion.

Dungeons & Dragons (5th Edition)

Name: Phenomenon 42 of the Forsaken

  • Wondrous Item, Rare (requires attunement)
  • Game Mechanics:
    • Armor Class Bonus: While wearing this cloak, you gain a +1 bonus to AC.
    • Shadow Affinity: You have advantage on Dexterity (Stealth) checks when in dim light or darkness.
    • Empathy of the Forsaken: Once per long rest, as an action, you can sense the presence of strong emotions of abandonment within 20 feet. You learn the general emotional state of each creature in the area (that isn’t hidden from divination magic).
    • Ephemeral Defense: Once per long rest, when you are targeted by a spell or magical effect that deals damage, you can use your reaction to halve the damage you take from that effect.
  • Roleplay/Attunement Note:
    • While attuned, you exude a melancholic aura. Allies and NPCs may sense your solemnity, possibly impacting social interactions at DM’s discretion (e.g., advantage on Persuasion checks with similarly forsaken souls, disadvantage with those who distrust gloom or negativity).

Knave

Item: Phenomenon 42 of the Forsaken

  • Type: Cloak
  • Slot: 1 (Cloak/Back Slot)
  • Game Mechanics:
    • AC +1: When worn, you gain a +1 bonus to your Armor Defense.
    • Shadow Affinity: You make Stealth checks with advantage in darkness or dimly lit areas.
    • Empathy of the Forsaken: Once per day, you can focus on a single creature within 20 feet. If that creature is troubled by feelings of abandonment, you learn a relevant detail about it (GM’s discretion)—perhaps a fear, a regret, or a key relationship.
    • Ephemeral Defense: Once per day, you may halve one instance of magical damage directed at you.
  • Optional Drawback (GM’s Choice):
    • Each time you use the Empathy of the Forsaken or Ephemeral Defense, you must succeed on a Will/Spirit save or suffer a -1 penalty to your next Reaction or Charisma-based check due to an overwhelming sense of isolation.

Fate (Fate Core)

Item: Phenomenon 42 of the Forsaken

  • Type: Cloak (Mystic Gear)
  • Refresh/Cost: At GM’s discretion, typically one Refresh or a significant story milestone to obtain.
  • Core Aspects:
    • “Woven from Shadows and Light”
    • “Aura of Forsaken Longing”
  • Suggested Mechanics:
    • Invoke (Free Once per Session): You may invoke the cloak’s “Woven from Shadows and Light” Aspect to gain a bonus (+2 or reroll) on Stealth or infiltration attempts when operating under dim or dark conditions.
    • Empathy of the Forsaken: Once per session, you may invoke “Aura of Forsaken Longing” to sense strong feelings of abandonment in a nearby character or creature. This can grant you a situation Aspect like “Desperate for Connection,” which can be invoked during social conflicts or negotiations.
    • Ephemeral Defense: Spend 1 Fate Point to reduce or negate a source of magical or supernatural harm (e.g., reduce shift value of an attack by 2).
  • GM Note:
    • Prolonged use or repeated invocations of the cloak might introduce a new Aspect or Consequence reflecting the cloak’s sorrowful resonance (such as “Haunted by Forsaken Echoes”).

Numenera & Cypher System

Item: Phenomenon 42 of the Forsaken

  • Type: Artifact or Oddity (GM’s discretion, typically an Artifact due to multiple abilities)
  • Level: 1d6 + 2 (recommended)
  • Form: A billowing cloak composed of strange shadow-laced fibers
  • Game Mechanics:
    • Shadow Affinity: Grants an Asset on Stealth Tasks in dim light or darkness.
    • Empathy of the Forsaken: Once per day, you may make an Intellect-based Task to detect “abandonment” emotions in creatures within Short range. Success provides insight into how best to help, exploit, or comfort them.
    • Ephemeral Defense: You can expend 2 Intellect points (or 2 points from the Artifact’s pool, if tracking depletion) to halve incoming damage from a magical, psionic, or energy-based attack for one round.
  • Depletion: • 1 in 1d20. On depletion, the cloak’s enchantment flickers out, leaving only mundane cloth with no special powers until re-enchanted or repaired.
  • Roleplay Note:
    • Characters wearing this cloak may appear distant or emotionally intense, drawing curiosity or unease from NPCs.

Pathfinder (2nd Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Wondrous Item (Cloak)
  • Level: 5 (Uncommon)
  • Price: 150 gp (subject to GM’s discretion)
  • Traits: Conjuration, Emotion, Shadow, Invested
  • Game Mechanics:
    • AC Bonus: While invested and wearing this cloak, you gain a +1 item bonus to AC.
    • Shadow Affinity: You gain a +1 item bonus on Stealth checks in areas of dim light or darkness.
    • Empathy of the Forsaken (Focus):
      • Frequency: Once per day.
      • Effect: As a single action with the concentrate trait, you expand a dark aura within 20 feet. You learn whether any creatures in that area suffer from strong feelings of abandonment. If they do, you gain a +2 circumstance bonus on your next Diplomacy or Intimidation check against one such creature (chosen by you).
    • Ephemeral Defense (Reaction):
      • Frequency: Once per day.
      • Trigger: You are hit by a spell or magical effect that deals damage.
      • Effect: Reduce that damage by half (rounded down).
  • Roleplay Note:
    • Wearing this item often carries a melancholic presence. NPCs might respond with caution or pity. Further, some might covet the cloak’s peculiar aura for their own aims.

Savage Worlds (Adventure Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Magical Cloak (Edges & Hindrances may apply as needed)
  • Rarity: Rare
  • Game Mechanics:
    • Armor/Protection: When worn, the cloak provides +1 Armor vs. magical or supernatural damage sources.
    • Shadow Affinity: Gain +2 to Stealth rolls in dim light or darkness.
    • Empathy of the Forsaken (Special Ability): Once per session, you may make an opposed Spirit roll against a single target within 6″ (roughly 12 yards). On a success, you learn if they harbor strong feelings of abandonment. If so, you gain +2 to Persuasion rolls against that target for the remainder of the scene.
    • Ephemeral Defense (Special Ability): Once per session, after being targeted by a supernatural or arcane attack, you may reduce the attack’s damage by half (rounded down).
  • Drawback (Optional):
    • Each time you activate one of the cloak’s abilities, you must succeed on a Spirit roll (GM sets difficulty). Failure could impose a level of Fatigue or a temporary Minor Hindrance (e.g., “Melancholic”) reflecting the emotional toll.

SHADOWRUN (6th Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Magical Cloak (Foci or Enhanced Gear)
  • Availability: 10F (Restricted or Forbidden, subject to GM discretion)
  • Cost: 15,000¥ (base price; final cost may vary based on enchantment rating)
  • Game Mechanics:
    • Force/Rating: Equal to the cloak’s “shadow resonance.” Typically Force 4–6.
    • Shadow Affinity: While wearing the cloak, you gain a +2 dice pool bonus on Sneaking tests made in areas of low light or darkness.
    • Empathy of the Forsaken: Once per day, you may perform an Assensing + Intuition (3) Test (or as the GM rules). On success, you learn whether a target within Assensing range suffers from deep emotional trauma, specifically abandonment or isolation.
    • Ephemeral Defense: One use per day. As a Free Action, you may reduce the total net hits of a magic-based attack by half (rounded down). This does not negate the attack, but lowers its potency.
  • Optional Drawback: • Resonant Echoes: After activating Ephemeral Defense, make a Willpower + Logic (3) Test. Failure imposes a –1 die penalty to all Social Tests for the next hour, representing the cloak’s lingering aura of sorrow.

STARFINDER

Item: Phenomenon 42 of the Forsaken

  • Level: 6
  • Price: 4,200 credits (adjust as needed for your campaign)
  • Slots: Chest or Shoulders (Cloak)
  • Bulk: Light (L)
  • Traits:
    • Magical, Emotion, Shadow
  • Game Mechanics:
    • AC Bonus: You gain a +1 enhancement bonus to both EAC and KAC when wearing this cloak.
    • Shadow Affinity: You gain a +2 insight bonus on Stealth checks in areas of dim light or darkness.
    • Empathy of the Forsaken (Sp): Once per day, as a standard action, sense strong feelings of abandonment within 30 feet. For each creature that harbors these feelings, you gain a +2 bonus on Bluff or Diplomacy checks against them for 1 minute.
    • Ephemeral Defense (Sp): Once per day, as a reaction when targeted by a spell or supernatural ability that deals Hit Point damage, you can reduce that damage by half (rounded down).
  • Roleplay Note: • NPCs and starship crew may pick up on the cloak’s unsettling aura. At GM’s discretion, it could affect initial attitudes by ±2 depending on whether the NPCs are sympathetic or wary of the “forsaken” motif.

TRAVELLER (Mongoose 2nd Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Advanced Tech/Arcane Artifact (TL 13+ or GM-defined “lost tech”)
  • Cost: Cr100,000 (minimum; final price subject to rarity and narrative context)
  • Mass: 1 kg
  • Game Mechanics:
    • Armor: Provides +1 Protection (P) when worn.
    • Shadow Affinity: Grants DM+1 to Stealth checks in low-light or dark conditions.
    • Empathy of the Forsaken: Once per day, you can make an Advocate or Persuade check (DM+2) against a subject suffering from isolation, betrayal, or similar emotional trauma. Success allows you unique leverage in negotiations or interrogation.
    • Ephemeral Defense: Once per day, reduce incoming energy-based damage (e.g., laser, plasma) by half. The cloak’s exotic fibers dissipate part of the energy harmlessly.
  • Potential Drawback:
    • Psychological Toll: Extended usage (more than a week) might require an Endurance or Intelligence check at GM’s discretion, with failure imposing a DM–1 penalty to social checks for 24 hours due to the cloak’s melancholic influence.

WARHAMMER (Warhammer Fantasy Roleplay 4th Edition)

Item: Phenomenon 42 of the Forsaken

  • Type: Magical Cloak
  • Rarity: Rare (often sold in shady markets or kept by eccentric collectors)
  • Encumbrance: 1
  • Game Mechanics:
    • +1 Armour Point to the Body location (stacks with existing armour, up to GM’s discretion).
    • Shadow Affinity: Gain a +10 bonus to Stealth (Urban or Rural) Tests at night or in shadowed areas.
    • Empathy of the Forsaken: Once per day, you may attempt a Challenging (+0) Language (Magick) or Perception Test (GM’s choice). On success, you sense whether a target within 6 yards struggles with abandonment or loneliness. If so, you gain a +10 bonus on Charm or Intimidate Tests against that individual for the next 10 minutes.
    • Ephemeral Defense (Free Action): Once per day, when subjected to a magical attack or spell effect dealing damage, reduce the damage by half (round down).
  • Optional Corruption or Consequence:
    • Each time you successfully use the cloak’s magical properties, make a Willpower Test. Failure could add 1 Corruption point, reflecting the sorrow-laden energies embedded in the item.