Artifacts / White Raven

White Raven
Type: Artifact / Prosthetic
Discovery State: Found sealed in a shimmering fracture in reality, suspended between moments, the investigator sees themselves reaching for it before they actually move.
Anomaly Behavior:
Time moves at different paces in different areas. Reflections move at delays. Your footsteps echo before you take them. Characters teleport short distances at random.
Activation Condition
To awaken the White Raven, the character must confront a future or alternate version of themselves inside the Warp Field. A trial of identity and resolve.
They must choose to either:
Accept the path shown — embrace a destined future
orDefy fate — prove destiny can be rewritten
Success binds the arm to the character.
Failure causes the anomaly to reject the character and scar reality around them.
Description:
A pale, glass-bone prosthetic threaded with shimmering feathered filaments. Faint patterns ripple beneath its surface, and ghostly afterimages trail its movements.
The White Raven responds to will, instinct, and fate, not circuitry or toolcraft. It is said to choose its wielder, binding to those strong enough to imprint their destiny upon reality.
The initial inspiration for the Birds of Prey series of prosthetics.
Echo Body: You leave psychic afterimages when you act or move. You gain a bonus to your Evasion rolls equal to half your AGI (rounded up).
Echo Step (1 AP): Teleport up to half your movement speed to a space you can see. This movement does not provoke reactions. If used immediately before dealing damage, you can choose to teleport your target up to 10 ft. and it must succeed on a Contested Resilience roll or be knocked prone.
Memory Slash (2 AP): You make an unarmed strike. This strike has a range of 10 ft. and deals 2d6 slashing damage on a hit. If this reduces a target to 0 HP, regain 1 AP.
Perfect Image: Whenever you use an ability that creates a copy of yourself (illusory or otherwise) you can make one free attack when the copy would be hit by an attack or ability.
Fate Thread: At the start of a combat encounter, choose a target as your Marked Echo. At the start of each of your turns, you may teleport to an empty space adjacent to it for free. If the marked target teleports, you appear beside them as you follow.

