Merged Items: Zephyrs Mantle, Mask of Eternal Roles, and Loafers 23 of Calculated Steps
Lore: Legend says Zephyrus Windborne, the actuary-mage Aethrik of the Enclave, and High Priestess Thespia once met atop the Sky-Spire to weave wind, number, and story into a single vestment for the first Speaker of Horizons. The artifact—part cloak, part theatre-mask, part soft-soled shoes—lets its bearer slip through air, persona, and probability with equal grace, rewriting both stage and script of fate itself.
Description: A sky-blue hooded mantle whose lining tapers into feather-light wing-panels, joined to a white-oak half-mask set with mood-shifting gems and to silver-stitched loafers bearing sliding abacus beads across the instep. Invisible threads of arcane calculus lace cloak, mask, and footwear into one inseparable ensemble.
Stats
- Tier 3 legendary ensemble
- Ability Boosts — +2 Intelligence checks; +2 Charisma (Performance, Deception) checks; +10 ft movement speed
- Glide/Flight — fall speed reduced 90 %; sustain 60 ft fly speed (average) for 10 min/day
- Charges 5 (calculi charges); regain 1d4+1 at dawn under open sky
Tags: Artifact, Cloak, Mask, Footwear, Flight, Teleportation, Probability, Language, Performance, Foresight, Skyborne, Persona Shift, Actuary’s Grace, Lingual Flux, Fateweaver, Aeromantic, Mirage Step, Story bound
Passive Magics
- Wind-Walk Weave – Constant feather-fall and advantage on Balance/Acrobatics rolls.
- Polyglot Veil – Understand and speak any language while the mask is worn.
- Probability Insight – Roll an extra d20 once per turn on risk-related ability checks; choose the higher.
- Emotive Resonance – Gems display wearer’s mood; you gain advantage on Persuasion or Intimidation against creatures that understand emotion.
Active Magics
- Role Reversal (1 charge, bonus action): Swap positions with one willing creature or unattended object within 60 ft that you can see. Both must fit in the destination space.
- Calculated Foresight (2 charges, reaction): After you or an ally within 30 ft makes an attack roll, ability check, or saving throw, you may force a reroll and choose either result.
- Tempest Masquerade (3 charges, action, once per short rest): For 1 minute you gain a 60 ft fly speed, invisibility while moving, and can use a free action each round to adopt a new visage, imposing disadvantage on attacks made by creatures that saw your previous face.
Specific Slot: Occupies Outerwear/Face/Feet simultaneously; attuning replaces cloak, mask/helm, and boots slots. Counts as a single worn item.
Shops where and how this item might be bought and sold:
- Grand Confluence Emporium (Sky-Harbor of Aerie Veridale) Setting – A terraced market floating on lift-crystals above the capital, famous for high-tier hybrid gear. How It’s Sold – Displayed on a life-sized crystal mannequin that glides in slow figure-eights under a glass dome. Shoppers must pass an aerodynamic aptitude test in the wind-tunnel balcony before they’re even quoted a price. Typical Cost – 9 400 gp flat; includes a complimentary calibration flight with a guild aeromancer.
- Temple of the Divine Masque (High Stage of Thespion) Setting – Marble amphitheatre where every sale is wrapped in a one-act consecration play. How It’s Sold – Prospective buyers audition in masked pantomime to prove they can honor the artifact’s storybound lineage. The winning patron must fund a public performance celebrating the Ensemble’s new journey. Typical Cost – 8 000 gp plus a mandatory 500 gp “production tithe” to the temple troupe.
- Actuary Enclave Exchange (Number-Spire, City of Calculi) Setting – A polished obsidian tower whose halls echo with abacus clicks and probability chants. How It’s Sold – Via sealed-bid ledger: bidders submit predicted future-value models for the Ensemble over ten ventures. Highest net-present-fortune wins. Typical Cost – 7 500 gp (average winning bid) but payment may be accepted as negotiable bonds or hedge-warrants.
- Whisper-Wing Auction Barge (Black-Market Sky-gala) Setting – A disguised cargo-dirigible that drifts above neutral airspace, entry by feather-sigil invitation. How It’s Sold – Dutch auction that begins at 12 000 gp and drops 500 gp every minute until a masked paddler claims it. Provenance scrolls are blank; authenticity relies on clandestine mage-tasting. Typical Cost – 6 500–9 000 gp, with a 10 % hush fee paid in gems.
- Relic-Stitcher Caravan (Wandering Silkroad Oasis) Setting – A convoy of mirrored wagons staffed by itinerant weavers who specialize in merging disparate artefacts. How It’s Sold – Trade only: offer one legendary-tier item or three very-rare tier pieces. A roadside “proof of compatibility” ritual shows if the Ensemble will attune to the trader. Typical Cost – Value-for-value barter roughly pegged at ≈8 500 gp equivalent.
- Ledger & Lyric Guildhall (Mercantile-Bard Syndicate, Port Crescenda) Setting – Half counting-house, half opera stage. How It’s Sold – Patrons pledge a share of future expedition profits (minimum 15 %) for five years; the guild fronts the artifact as venture capital and writes songs of your predicted exploits. Typical Cost – Up-front bond of 4 000 gp plus revenue share—cheaper today, pricier tomorrow.
- Sapphire Rift Observatory (Storm-Peak Monastery) Setting – A monastery perched over a permanent thunderhead where monks map fate lines in lightning. How It’s Sold – Only to pilgrims who survive the climb and solve a tri-discipline trial (wind, number, story). The monks accept donations to fund sky-orphans’ schooling. Typical Cost – 5 500 gp donation or a year of service teaching your craft at the monastery.
Across Saṃsāra the Mantle-Mask Loaf Ensemble 912 commands breathtaking prices not merely for its materials but for the rites, auditions, and actuarial vetting woven into every sale. Buyers must show aerobatic grace, narrative respect, and a head for odds—proving themselves worthy to rewrite both altitude and outcome with each calculated step.
Role-playing the Mantle-Mask Loaf Ensemble 912
- Cliff-side Fortress Siege
- Defense: Wind-Walk Weave keeps you feather-falling if catapults break the rampart; you glide down to the next ledge and raise the mask, broadcasting calm orders in any tongue to rally mixed-nation mercenaries. Calculated Foresight lets you reroll a comrade’s failed Strength check as they crank a ballista, averting a collapse.
- Offense: Leap from the battlement, cloak billowing into glide-mode. Mid-air, trigger Role Reversal with a sentry below—he finds himself plummeting while you land in his tower. You then drop abacus-bead loafers onto a narrow parapet, gain advantage on Balance, and loose arrows from an unexpected flank.
- Underground Crystal Labyrinth
- Defense: The gems on the mask shift colours with panic; your party reads them as a silent alarm of lurking umber hulks. Using Polyglot Veil, you whisper calming phrases in Terran to negotiate a truce with stone-folk, avoiding a fight. Should a chasm open, the cloak halves fall speed and the shoes keep footing on slick quartz.
- Offense: Engage crystal guardians by adopting a new visage each round with Tempest Masquerade: their target priorities reset, giving you quasi-invisibility while moving between stalagmites. A quick Probability Insight extra die spots the weakest column; you kick it, bringing shards down on pursuers.
- Royal Court Intrigue
- Defense: Court assassins strike during a masquerade ball. Your mood-gems flare crimson, warning allies. Emotive Resonance provides advantage on a rapid deception that defuses tension, and the loafers’ muted abacus taps help maintain perfect dance poise while edging the duke away from poison’d wine.
- Offense: Need leverage? Swap places with the traitorous chancellor and a serving cart of steaming soup; he appears, drenched and humiliated, while you stand at the high table with documents he dropped. Calculated Foresight then forces his Persuasion reroll as he stammers excuses.
- Storm-Tossed Airship Boarding
- Defense: Gale-force winds slam decks; the cloak’s constant feather-fall stops fatal tumbles, and Wind-Walk Weave grants advantage on every Agility roll to cross swaying rigging. Mask translates sky-pirate argot so you can parley mid-fight.
- Offense: Activate Tempest Masquerade: you vanish in streaks of mist, reappear behind the enemy captain, and the loafers’ Mirage Step tag (your new tag list) lets you plant feet steady on tilting planks. One shove sends him overboard; you swoop after, then glide safely back while he plummets.
- Desert Ruins Dungeon Run
- Defense: Heat distortions make perception tricky; the mask’s gems dim, reducing glare. Sand traps trigger? You glide clear and yank a teammate out via Role Reversal. Multilingual bargaining with a sphinx avoids riddling combat.
- Offense: The loafers’ actuary runes crunch odds of collapsing corridors; Probability Insight guides which flagstone to press. In combat with desert wights, you reroll their paralyzing touch save for the cleric, then adopt a fiery persona visage that unsettles undead (disadvantage to hit you).
- Battlefield Command on Open Plains
- Defense: Scale enemy morale: mask broadcasts booming commands in every regiment’s native tongue. Cloak lifts you above arrow volleys, giving vantage to direct troops; drop safely beside wounded with no impact damage.
- Offense: Use Tempest Masquerade to strafe—fly 60 ft, release alchemical fire, change face, vanish. Each turn you can reposition unpredictably, always landing on the optimal square thanks to the loafers’ steady calculus. When cavalry flank, a Role Reversal places their horse in your line of pikes while you step where it once stood—now shielded by infantry.
- Style Tips
- Weave wind, story, and maths into speech: quote odds (“Seventy-three percent you miss”) while the gems flick from teal to amber.
- The ensemble rewards theatrical flair; describe each new visage or probability diagram traced in air.
- Remember charge economy—tie dramatic moments to the expenditure, letting the artifact feel like a living stage partner guiding both tactics and narrative.

Perception of Activation:
- Sight
- User’s Perspective – The cloak erupts in liquid sky-light, seams unfurling into faint wings; the mask’s gemstones carousel through prismatic moods, while abacus beads on the loafers slide and glow like tiny comets.
- Observer’s Perspective – A vortex of pale wind outlines the wearer; their silhouette blurs in successive after-images as if a dozen identities flicker at once.
- Positives – Striking visual cue for allies; projects authority and wonder, obscures exact body position during combat.
- Negatives – Impossible to hide; radiant aura marks the wielder as the prime target for arrows and dispels.
- Sound
- User’s Perspective – A soft whistle of altitude in the ears, overlaid by rhythmic bead-clicks that resolve into a reassuring metronome.
- Observer’s Perspective – Listeners catch a rising–falling chord like distant chimes carried on wind gusts.
- Positives – The tempo aids concentration and timing; allies learn to sync actions to the beat.
- Negatives – The melodic signature can betray ambushes or eavesdropping; may drown out subtle environmental noises.
- Touch
- User’s Perspective – A cool lift across shoulders, soles gripping as if magnetised to every surface, mask warming against skin in pulse with heartbeats.
- Observer’s Perspective – Close by, one feels brief pressure changes, as though the air itself thickens and thins around the wearer.
- Positives – Enhanced balance, zero shock from falls, tactile certainty when shifting personas.
- Negatives – Continuous micro-vibrations can fatigue muscles after hours aloft; warmth under the mask may become stifling in arid heat.
- Smell
- User’s Perspective – Crisp ozone braided with polished cedar and a fleeting note of parchment ink.
- Observer’s Perspective – A breeze smelling of storm-washed air and stage-incense slips past in ripples.
- Positives – Invigorates alertness, masks body odour during long marches.
- Negatives – Ozone tang might startle scent-sensitive beasts or betray position downwind.
- Taste
- User’s Perspective – Mouth fills with the metallic-sweet snap of high mountain air, then a subtle tang of chalk-dust statistics.
- Observer’s Perspective – None, unless breathing directly in the aura’s path.
- Positives – Acts as personal barometer; flavour sharpens when charges run high.
- Negatives – Extended exposure leaves a dry palate and mild thirst.
- Extra-Sensory Perceptions
- Probability Overlay
- User sees translucent numerals orbiting objects, indicating likely trajectories.
- Positives – Grants near-instant risk computation.
- Negatives – Data deluge can cause decision paralysis amid chaos.
- Emotive Echo
- Observer with empathic gift senses mirrored emotions radiating from mask gems.
- Positives – Allies draw courage, foes may hesitate.
- Negatives – Strong feelings broadcast unintentionally, compromising bluff.
- Wind Path Sight
- User perceives swirling currents as luminous threads leading to safe landings or ambush lines.
- Positives – Superior navigation and escape routes.
- Negatives – Indoors or in still air, lack of currents induces momentary vertigo as the guidance vanishes.
- Probability Overlay
Recipe: Equation of Wind, Persona, and Step (Ensemble 912)
- Items Merged
- Zephyr’s Mantle
- Mask of Eternal Roles
- Loafers 23 of Calculated Steps
- Materials Needed
- Bolt of Ethereal Sky-silk (woven on the tallest peak)
- Enchanted Thespian Heartwood mask blank, pre-etched with variable runes
- Pair of Calculative Beast hide loaf uppers, plus 24 abacus-grade moonstone beads
- Five Emotion Crystals (prismatic set)
- Thread of Precision (Arithmetic Spider silk) – 30 ft
- Wind-Essence Vial (pure stratos breath)
- Divine Essence of Thespion – 1 dram
- Essence of Stability (Steady Oak sap) – 2 fl oz
- Verdigris-plated Mythril rivets – 8
- Memory Foam of the Elders – insole sheets
- Tools Required
- Aeromancer’s Loom with cloud-bobbin
- Sacred Chisel & Gem-setting pliers
- Enchanter’s Needle (silver-etched)
- Probability Furnace (numerical sigil crucible)
- Balancing Vice and Foam Shaper
- Harmonic Brazier for triple-essence infusion
- Skill Requirements
- Advanced Aeromancy or Air-weaving
- Master Magical Tailoring & Leatherworking
- Runic Theatre Engraving (Divine Masque tradition)
- Actuarial Enchantment (probability calculus)
- Intermediate Alchemical Infusion
- Crafting Steps
- Weave the Mantle-Shell: On the Aeromancer’s Loom interlace Ethereal Sky-silk with 10 ft of Precision Thread, trapping Wind-Essence mist every third shuttle pass to form glide cells.
- Engrave the Persona Core: Carve adaptive slots in the Heartwood mask blank; inlay the five Emotion Crystals with gem pliers, then channel Divine Essence of Thespion along rune grooves with the Harmonic Brazier until the gems cycle colours.
- Forge the Calculative Soles: Heat the abacus moonstones in the Probability Furnace while chanting prime-factor formulae; set them into hide uppers using mythril rivets, lining with Memory Foam and brushing with Essence of Stability.
- Stitch the Trinal Seam: Using the Enchanter’s Needle, sew cloak collar to mask’s rear edge and cloak hem to loafer heels in a single Mobius stitch—thread path must follow Fibonacci spiral to bind fates.
- Tri-Essence Infusion: Place the assembled ensemble in the Harmonic Brazier; pour remaining Wind-Essence, Stability sap, and a final drop of Thespion essence onto the nexus stitch. Maintain rotating breeze and spoken probabilities until all three glows converge into white.
- Calibration Rite: Don the ensemble atop a high parapet, recite one verse of the Consecration Performance while solving a live abacus permutation. Successful glide-leap and persona shift within the first ten seconds signals completion.
The result is the Mantle-Mask Loaf Ensemble 912—a single tier-3 artifact marrying wind, story, and calculus into every step.
Cloud-Ledger Tale of the One Who Walks Like Wind
Wears Many Face, and Counts Foot-Beads
In very old day when mountain still small and air carried smell of first dream, there lived three craft-spirits: Zephyra the Breeze-Sleeve, Thespi the Mask-Voice, and Aethrik the Number-Sandal. They quarrel much. Zephyra saying, “Sky is only true script!” Thespi shouting, “Stage is only real sky!” Aethrik tapping abacus, muttering, “Equation eat both of you.”
A storm-shaped hermit hear their noise and speak through thunder, “If wind, story, and sum cannot share bowl, world shall split like over-ripe melon.” Fearful, the three agreed to braid art together. They climbed the Tall-Edge Peak, where cloud sleeps on stone pillow. There they found a loom of invisible thread, left by star-cobblers in time before counting.
First Zephyra wove cloak from sigh of gull and memory of horizon. It flapped even when still, hungry for drop. Next Thespi carved mask from tree that heard every laugh and tear; jewels in wood blinking colors of heart. Last Aethrik stitched loaf-shoe from hide of beast who knew tomorrow, sliding beads so feet could solve floor.
But problem: items refused each other, arguing like cats in one sack. So trio melted a breath of lightning, stirred with ink of forgotten tax scroll, and sealed pieces by Möbius stitch. When dawn kissed seam, new thing breathed: cloak-mask-loaf, shining blue-white, whispering nine hundred twelve secret names.
Many bearers after: First was Cloud-Courier Lin, who glided above war, swapping place with arrows so they stab their own archer. Second was Actress Seven-Echo, who wore thirty faces in one play, fooling tyrant until he applauded his own exile. Third was Auditor Stone-Toe, who stepped across dice of fate, turning armies with single calculated pivot. Each kept piece only until pride heavier than wind; then ensemble slipped away like receipt in breeze.
Scrolls survive but translation crooked: “Garment talk numbers into gale; mouth become many, feet decide land path.” Scholars argue meaning, yet traveling minstrels still swear they saw a figure sliding through thundercloud, mask gleaming, counting stars with shoe-beads click-click.
Moral of the story: When wind, word, and number dance in same circle, step light—else your own sum be carried off by the laughter of sky.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) — Ensemble of Cloud-Counted Faces
- Type Mythos Artifact (Cloak-Mask-Loafers)
- Skill Bonuses +10% Accounting, +10% Charm or Fast-Talk, +10% Jump
- Armor Negates the first 2 damage from falling or gliding mishaps
- Charges 5 “calculi” points; recover 1d4+1 each dawn spent outdoors
- Powers
- Glide Descent Spend 1 point to reduce any fall to negligible harm and land safely up to 30 m away.
- Role Reversal Spend 1 point once per day; swap positions with a visible willing target within 15 m. Requires POW vs. POW if the target is unwilling.
- Linguistic Veil Spend 1 point; for one hour understand and speak any language.
- Foresight Equation Spend 2 points as a reaction; force a re-roll of any one skill or attack test within 20 m and choose the result.
- Tempest Masquerade Spend 3 points (once per day); for 3 rounds you fly (10 m/round) and gain 20% Dodge but attackers suffer one penalty die to hit you.
- Sanity Cost 0/1D6 on first attunement; 1 SAN each time Tempest Masquerade is used.
Blades in the Dark — Sky-Ledger Ensemble
- Item Tier Fine + Arcane Heavy Gear (Load 3)
- Qualities Versatile, Unquiet, Subtle Flight
- Moves
- Wind Walk Push (1 Stress) to descend or cross gaps up to one story without rolling.
- Mask of Many Push (1 Stress) to gain potency on Consort, Sway, or Skirmish rolls that rely on misdirection or disguise.
- Probability Twist Push (2 Stress) after any roll you witness; swap the position/result of two PCs, NPCs, or objects in the scene.
- Tempest Masquerade Spend 2 Stress (once per score) to become invisible while moving and fly across the location; counts as a setup action that grants +1d and potency to the next team maneuver.
- Downside The ensemble is Unquiet: every score in which Tempest Masquerade is used adds +1 Heat.
Dungeons & Dragons (5e) — Mantle-Mask Loaf Ensemble 912
- Wondrous Item, legendary (requires attunement by any creature with INT & CHA 13+)
- Stat Bonuses You gain a +2 bonus to Intelligence (all checks) and Charisma (Performance, Deception) checks. Your base walking speed increases by 10 ft.
- Glide/Flight You have feather-fall at all times. For a total of 10 minutes per long rest you gain a 60-ft flying speed (activate or deactivate as a bonus action).
- Charges 5; regain 1d4+1 daily at dawn under open sky.
- Passive Features
- Polyglot Veil You comprehend and speak any language while attuned.
- Probability Insight Once on each of your turns you can roll an extra d20 on an ability check and choose the higher.
- Emotive Resonance You have advantage on Persuasion or Intimidation if the target can see your face.
- Active Features
- Role Reversal (1 charge, bonus action) Swap places with a willing creature or unattended object you can see within 60 ft. An unwilling creature must fail a DC 17 Charisma save.
- Calculated Foresight (2 charges, reaction) After any attack roll, save, or check within 30 ft is made, you can force a reroll and choose either result.
- Tempest Masquerade (3 charges, action, recharge after long rest) For 1 minute you gain 60-ft fly speed, are invisible while moving, and can as a free action change your face each round; creatures that saw your previous face have disadvantage on attacks against you until their next turn.
- Slots Occupied Cloak, Head (mask), Feet; you cannot wear other items in those slots while attuned.
Knave 1.1 — Cloud-Shift Ensemble
- Type Legendary Outfit (uses 3 inventory slots)
- Bonuses INT +2, CHA +2, Move +10 ft equivalent
- Powers
- Feather Glide You never take damage from falls and can coast 30 ft forward per 10 ft fallen.
- Universal Tongue Speak and read any language while worn.
- Odds Reader When you attempt something risky, roll an extra d20 and keep the best.
- Once per exploration turn you may swap places with a visible willing creature up to 60 ft away (unwilling gets a WIL save).
- Once per rest you may fly at normal Move speed and count as hidden while moving for 10 minutes.
- Drawback The ensemble glows and hums when any special power is active; you suffer Disadvantage on Sneak rolls until the power ends.
Fate Core — Sky-Ledger Masque 912
- High Concept A single outfit that binds wind-flight, shifting identities, and actuarial foresight
- Trouble Every Glorious Entrance Draws Every Arrow
- Other Aspects Whisper of the Upper Currents • Numerals Dancing Behind the Eyes • Many Faces, One Will
- Stunts / Extras
- Feather-Glide Matrix Once per scene you may negate any fall or gap as a free action and land exactly where you wish in the zone below or adjacent.
- Role Reversal Spend 1 Fate point to instantly exchange positions (and aspects like “In Cover”) with a willing target in your zone or an adjacent zone; against an unwilling target you must succeed on a contested roll (your Athletics vs. their Athletics or Will).
- Probabilistic Foresight When you or an ally in the same zone fails a roll, you may spend 1 Fate point to force a reroll and keep either result.
- Permission Must wear cloak, mask, and loafers together.
- Cost Three stunts bound to the item; they function only while carried or attuned.
Cypher System / Numenera — Mantle-of-Multiplicity 912
- Level 8 (24 HP) Form Artifact (cloak-mask-shoes)
- Damage n/a (utility item)
- Capabilities (spend points from a 5-charge pool; regains 1d4+1 charges each dawn under open sky)
- Glide Descent (1 charge) Reduce any fall to harmless and drift up to 30 m horizontally.
- Polyglot Veil (1 charge) For one hour comprehend and speak every language you hear.
- Role Reversal (1 charge) Instantly swap positions with a creature or object within short range; unwilling creatures resist with a level-8 Intellect defense.
- Probability Twist (2 charges, action) After any roll in immediate/short range, force a reroll and choose the preferred result.
- Tempest Masquerade (3 charges, once per day) For ten minutes you fly at the speed of a fast character and are invisible while moving; you may change your appearance each round as an action, giving foes an asset penalty to attacks against you.
- Depletion 1–2 on d20 when the last charge is spent.
Pathfinder 2e — Mantle-Mask-Loaf Ensemble 912
- Item 14 Unique, Artifact Price —
- Usage worn cloak, mask, and footwear; Bulk 1
- Constant Benefits
- You gain a +2 item bonus to Arcana, Performance, Deception, and Acrobatics checks.
- You have feather fall at all times and a +10-foot status bonus to Speed.
- You understand and speak all languages.
- Activations (5 essence points; regain 1d4+1 each dawn in open air)
- ◆ Role Reversal (1 point) Teleport and swap places with a willing creature or unattended object within 60 feet. An unwilling creature must succeed at a Will save vs. your class DC or Spell DC (whichever is higher).
- ◆◆ Calculated Foresight (2 points, Reaction) Trigger an ally within 30 feet rolls a d20. You grant a reroll and choose which to keep.
- ◆◆◆ Tempest Masquerade (3 points, once per hour) Duration 1 minute. You gain a fly Speed of 60 feet with average maneuverability, are invisible while moving, and can use a free action each round to Shift Persona, giving creatures that saw your previous face a –2 circumstance penalty to attack you until their turn ends.
- Traits Artifact, Divination, Illusion, Transmutation, Air, Invested
- Slots Counts as cloak, eyewear/head, and footwear; you cannot invest other items in those slots.
Savage Worlds Adventure Edition — Wind-Counted Persona Gear 912
- Category Legendary Personal Gear (Outfit) Weight 3 lb
- Armor +1 (against ranged attacks while moving)
- Pace +2; grants Flight Pace 12″ (Climb 2″) for a total of 10 minutes per session.
- Powers (treated as a Weird-Science device, 10 PP battery; Recharge 1d6 PP per hour outdoors)
- Feather Glide Modifier 0 PP. Negate damage from any fall and land up to 4″ away. Automatic.
- Polyglot Field 2 PP, 5-minute duration. User can understand and speak any language.
- Probability Twist 3 PP, Instant. After any Trait roll within Smarts inches, force reroll and keep best result.
- Role Reversal 2 PP, Action. Swap places with a willing target within Spirit x 2″; unwilling must fail opposed Spirit or Agility.
- Tempest Masquerade 5 PP, Instant (once per session). Become Invisible while moving and Fly Pace 12″ for three rounds; each round may use a free action to adopt a new guise imposing –2 to attacks from foes who saw the former face.
- Drawback When any power is active the gear glows and sings; Stealth rolls within 6″ suffer –2.
Shadowrun Sixth World — Masque-Wind Ensemble Mk 912
- Category Exotic Gear (Full-body outfit: cloak, mask, smart-loafers)
- Armor Rating 4 (counts as Clothing + Nonconductivity 3)
- Availability 15 F • Cost 60 000 ¥
- Wireless Bonus When online, the mask’s linguistic module auto-translates Matrix chat and AR signage.
- Passive Systems
- Sky-Stride Soles +1 Die to Gymnastics (Balance/Jump) tests; treat hazardous terrain as normal.
- Persona Lattice Gain +2 Dice to Con or Performance when the target sees your changing visage.
- Probability HUD Free action once per Combat Turn to ask the GM for one piece of tactical probability (“best-odds square,” etc.).
- Active Functions (5 Wind Charges; regain 1d6 at sunrise if exposed to open sky)
- Feather-Fall Glide (Free, 1 WC) Negate fall damage and drift up to 30 m horizontally.
- Role Reversal (Major, 1 WC) Swap positions with a visible willing target within 20 m. Unwilling targets resist with Reaction + Willpower vs. your Magic + Logic.
- Linguistic Veil (Minor, 1 WC) Speak/understand all languages for one Scene.
- Foresight Edge (Reaction, 2 WC) After any roll within 20 m, force a re-roll and keep the better result.
- Tempest Masquerade (Major, 3 WC, 1/Run) For 3 Combat Turns you gain Flight 10 m/turn, become Invisible while moving (as spell, Force 6), and attackers suffer –3 Dice if they saw your previous face.
- Drawback Power use generates a faint harmonic hum; Stealth tests receive –2 while a function is active.
Starfinder — Horizon-Cipher Ensemble
- Item Level 14 • Price 63 500 cr • Bulk 1 • Hands — (worn cloak + mask + boots)
- Slots Body, Eyes, Feet (occupies all three) • Type Hybrid (magitech)
- Armor No; counts as environmental clothing.
- Constant Benefits
- Feather fall at all times; Speed +10 ft.
- Understand/speak all languages.
- +2 enhancement bonus to Computers, Bluff, and Acrobatics.
- Powered Abilities (Capacity 5, recharges 1d4+1 daily under open sky)
- 1 Charge — Sky-Glide: As a reaction, negate fall damage and glide up to 30 ft/10 ft fallen.
- 1 Charge — Role Reversal: Swift action; exchange positions with willing creature/object within 60 ft (Will negates if unwilling, DC 22).
- 2 Charges — Probabilistic Flip: Immediate action; force a reroll of any d20 roll within 30 ft and take higher result.
- 3 Charges — Tempest Masquerade: Standard action; for 10 rounds you gain fly speed 60 ft (good), are invisible while moving, and each round may change appearance (disguise check +10). Usable once per short rest.
- Special Activating any ability sheds dim light in a 5-ft radius and emits a soft wind-chime tone.
Traveller (Mongoose 2e) — Sky-Ledger Regalia
- Tech Level 13 • Mass 2 kg • Cost Cr 750 000 (artifact)
- Slots Counts as clothing, visor, footwear.
- Traits
- Feather Descent Ignore falls up to 50 m; beyond that reduce damage by 90 %.
- Universal Linguist Wearer may speak/understand any known language.
- Actuary Overlay DM +1 to all INT or EDU skill checks involving analysis or strategy.
- Powered Routines (5 Charges; regain 1d3+2 per day in open air)
- Glide (1) – Move up to DEX×2 m horizontally as a free action when falling.
- Swap (1) – Minor Action. Teleport and exchange positions with willing target in Short range (Unwilling: opposed END 8+).
- Forecast (2) – Reaction. Force any visible Skill or Attack check to be rerolled; choose the result.
- Masquerade Flight (3, 1/encounter) – Gain Flight 12 m and Concealment if moving, for 5 rounds; foes suffer –2 DM to attack you if they targeted you the previous round.
- Limitation All abilities suffer –2 DM in vacuum or enclosed metallic corridors lacking natural airflow.
Warhammer Fantasy Roleplay 4e — Wind-Counted Masque
- Rarity Unique Artefact
- Encumbrance 2 • Group – Clothing/Talisman/Footwear
- Passive Effects
- Constant Feather-Fall: Automatic success on Athletics tests to reduce fall Damage; gain Advantage when leaping gaps.
- Many Tongues: Speak and read all languages; +10 to Gossip and Intimidate.
- Probability Glimmer: Once per Round, before rolling, may choose to flip tens and units on a d100 Test (e.g., 83→38).
- Activated Miracles
- Role Reversal (1 Fate or 3 Advantage) – Swap positions with a willing creature within 12 yds; unwilling target may oppose with WP.
- Calculated Foresight (2 Advantage, Reaction) – After any ally Test, flip the result or force a re-roll.
- Tempest Masquerade (Spend 1 Resilience, once per session) – For 10 Rounds gain Fly 10 yds, Invisibility while moving (counts as Blinded for attacker if you moved this Turn), and each Round you may change your face, imposing –10 to enemy WS/BS tests targeting you.
- Corruption Each time Tempest Masquerade ends, test Cool (Average). Failure gains 1 Corruption as the shifting identities tug at the soul.

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