The coat shimmer an iridescent silver as it is impacted causing the interior to fill white light.
The Soul of St. Hopkins acts as a reflective barrier that bounces Wisdom's Embrace off of the inside of the coat and back at the user. Creating a bypass that allows a triggered effect on impact to temporarily circumvent the selfless drawback at a fixed heal potency.
You gain the following benefits as long as you are wearing this Artifact.
You have 3, which reduces incoming damage from all sources of physical attack except radiation. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Your fursuit isn’t clothing.
It isn’t armor.
It’s a living body — a second skin of synthetic fur, reinforced hide, and hidden machinery —
grown around you like a biological exoskeleton.
The bulk of it — the Gio frame — forms a core spine inside the fursuit, housing motors, servos, compressed air bladders, and liquid muscle that flexes with your movements.
It wraps around your arms, legs, chest, and back — internal, not external — powering every lunge, every sprint, every leap.
You don’t sit on the machine.
You don’t ride it.
You and it are the same creature.
The fursuit’s paws hide motorized wheels and amphibious drive systems beneath their pads —
letting you run across the land faster than any natural beast,
or dive into water and slice through it like an apex predator,
all while still moving on your own legs.
When you act,
the machine doesn’t respond to commands.
It responds to instincts.
You feel the buzz of artificial muscles tightening under the fake fur, the flex of reinforced ankles pushing you faster, the brief pressure release as internal air systems adjust to keep you balanced at any speed.
When you Roar, when you Track, when you Hunt —
it’s not a fursuit and a machine and a human.
It’s one body, one will, one wolf.
If you abandon it, it doesn’t just shut down —
it withers like a starved beast, curling into itself and dying, because without your soul driving it, it cannot survive.
This Artifact can be used as a Segway. It is roughly the same size as a Segway and just as difficult to conceal.
This Segway has Key Features: • Hidden spring wheels in the thick soles of the feet. • Manual movement still possible (walking, jumping, crouching). • Optional glide mode triggered by a shift in weight or internal button. • Zero visible mechanical parts unless you’re upside down. • Slightly heavier foot padding to hide the hardware.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.
It isn’t rage.
It isn’t fear.
It’s gravity.
Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.
To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.
Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.
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 + Influence (5 dice) 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 as long as you maintain Concentration. 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 plant your feet — low, predatory — and your knees bend like you’re ready to lunge.
Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.
As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.
Then it happens:
You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.
The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.
Spend an Action. Select a target within arm's reach. Roll Charisma + Influence (5 dice) 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 2.
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.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Each Persona is crafted carefully to match the individual’s true self.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Upgraded with Level 5 self-driving.
This Artifact can be used as a Shelby Cobra 427. It is roughly the same size as a Shelby Cobra 427 but can be collapsed into Toy Car and concealed. Collapsing or expanding it costs a Quick Action.
This Shelby Cobra 427 has breakneck acceleration and a high maximum speed. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
When the Encyclopedia is opened, its heavy cover creaks, releasing the faint scent of ancient parchment. As the professors fingers delicately trace the faded illustrations and ornate calligraphy, the book seems to come alive with whispers of forgotten lore.
Casting a soft luminescence onto the surroundings, illuminating the professor's path through the secrets of human anatomy. Turning to the section dedicated to human anatomy, the pages reveal intricate illustrations and detailed descriptions of the human body. Every organ, muscle, and bone is meticulously depicted with astonishing accuracy, capturing the intricate interconnectedness that underlies our physical existence.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
With the user's newfound proficiency, their blade has detached itself from the belt to be its own weapon, the blade's guard opens up to reveal a new compartment to slot cards in, the edge becomes sharper and the blade itself emits the soft whirring of a motorcycle. By revving the handle the user can heat up the blade and burn through anything whether it be walls, doors or foes.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into A Playing Card and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Self-Control to adhere to any plan that involves harming non-combatants. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
He strikes hard and lethally when he always wears the ring.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Vertigo. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
You also gain the following effects:
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
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 (5 dice) 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”).
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects: