Mobility Suit “Doth mother know you weareth her drapes?”

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This Artifact allows you to temporarily transform into Cybernetic Armor.
Used by Pavol Zolotov, Created by MonsterCookie9.
On Legendary Artifact RAZ-II.
(While you are Cybernetic Armor, you are obviously transformed and unusual. You must use this Artifact obviously when activating this Effect.)

RAZ-II, the flying mech machine will immediately dash/fly to the user, very quickly transforming into a suit of armor that will properly conform around his body, the armor will completely cover the user's body, a suit of mechanical wonders, the thrusters of which RAZ-II used to fly will strap themselves to the shins of the user, granting them an enhanced dexterity, and the turret that is now strapped to the back of the armor from RAZ-II is accessible via remote control.


Exert your Mind and spend an Action to activate.

You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.

You do not suffer any Penalty while in your Alternate Form.

While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun

You may end this Effect prematurely as a Free Action.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.


Community Legendary Artifact Gifts

Expend a point of Battery and spend 1 minute to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

This Artifact can be used as a container. It is roughly the same size as a Purple Backpack and just as difficult to conceal.

Your Purple Backpack holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your Purple Backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the Purple Backpack in the process.

If your Purple Backpack is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of your container appear normal and unremarkable.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

  • There is no cost to use your container.

Expend a point of Battery and spend an Action. Select a Sapient being, human, or Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession. This Effect cannot be used unless both you & the target are completely in shadow.

The target can communicate in your language for the next hour.

  • The target of "human" refers to any target that speaks a human language.
  • 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 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 this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.

If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to Vigilantes and reveal its power to them. They become its new true owner.

If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.

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.

  • If there is no available Next of Kin, it will wait two months and then appear to a random person. If multiple next of kin are appropriate, the GM will decide randomly.
  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

Exert your Mind and spend an Action.

You automatically detect all ghosts and creatures with unstabilized wounds 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.

If no ghosts or creatures with unstabilized wounds targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

All ghosts and creatures with unstabilized wounds who you can sense are equally able to sense you.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Stock Legendary Artifact Gifts

This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.

Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.

If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.

You may change the type of your container between Contracts.

Only you may open and close the container. Others can still destroy it to get at the contents

  • You cannot change the container's type if you are not in possession of it.
  • There is no cost to use your container.

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:

  • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

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.

Spend an Action.

You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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 Artifact cannot be broken.

This Artifact's creator is always aware of the direction and distance to this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.