Identification Proliferation “All Forms Have been Filed”

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An item which can change its appearance.
Used by Harold Polk, Created by jwesley123.
On Legendary Artifact Umbrae Defender.

As Harold Polk, or another wielder, engages the mechanism within the Umbrae Defender, the umbrella seems to shimmer slightly in the light, its surface rippling like the surface of a pond disturbed by a gentle breeze. The wielder carefully folds the umbrella into itself, with each fold it becomes smaller and more compact until it assumes the size and shape of a passport. To onlookers, it’s as if the umbrella simply morphs, its colors and textures rearranging themselves into the form of any desired identification or permit. The transformation is smooth and almost imperceptible, save for a brief moment where the air around it seems to warp slightly. When presented, the artifact now perfectly mimics the desired identification, with details filling in to match the observer’s expectations, creating a convincing illusion that withstands casual scrutiny.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a Umbrella but can be collapsed into Passport 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.

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

Community Legendary Artifact Gifts

Exert your Mind (unless you win a coin flip) and spend an Action.

You automatically detect all network connection within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

Even while this Effect is not active, if any network connection come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Even if there are no network connection within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

  • This includes any objects that come into range during activation.

Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up a packet of human bone meal in order to activate this Effect.

Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.

The creature lasts until it strays at least 80 feet from the chosen place, person, or item or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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 gain the following benefits as long as Management is viewing the agents and you are wearing this Artifact.

You have 4 Armor, which reduces incoming Damage. 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.

  • This Effect’s Armor rating cannot be increased by any other Effects.

This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe and just as difficult to conceal. Unless it has power, which you expend with each attack. You can charge the weapon with Batteries (1 charge each), or with taking electrical damage (d10, Difficulty 6. Success gains the Damage taken number of charges and reduces damage taken by 2. Failure increases damage by 1.) You begin with 10 charges, and each hit you must flip a coin. Heads, you retain charge, and Tails you expend one, this Artifact behaves as its mundane counterpart.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. The target's fully effective

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • Lasersaber: Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 2 Actions for material demolishable with a crowbar or sledgehammer, and 5 Actions for other materials (like steel).
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

If the commanded creatures travel over 5 miles from the artifact, the effect ends for those individuals.

Commands are limited to
Sit (go to a described area the creature is familiar with and remain. If you set a specific condition that the creature is capable of noticing, you will be notified when it occurs. A single creature isn't particularly perceptive, though a horde certainly is)

Pester (They will follow a target they can see, and hop, jump, or fly as close to it as possible without touching it.)

Attack (Small numbers of the creature will attempt to attack the target(s) identified. Due to size, the damage is capped at 2, this is dodgable, and a small number might not be able to efficiently do damage at all.

Swarm (There must be a large number of individuals, such as 60+crows or thousands of bugs- and they will all attack at once, moving at the creatures normal speed. These masses are usually fairly large (20+ ft wide for the minimum size), and anyone caught in the swarm will take damage, capped at 4. larger numbers simply make the horde larger, and harder to get out of. Vision and sound is obscured when inside a swarm and disorientation is likely. You must be able to move entirely out of the swarm with a free action to be able to effectively dodge, but the most effective approach is shelter or fleeing.)

Exert your Mind and spend an Action to activate. Select a Creature within 300 feet.

For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.

Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Territorial: If humans infringe on what you consider a private space, you must make a self control roll to not drive them out by force.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Legendary Artifact Gifts

Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • 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 can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's fully effective

You also gain the following effects:

  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

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 can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.