Legendary Artifact

The Witness

Created by Liam Holloway, given to David Vance.
A steel locket in a modern, dog-tag style. Dark gems line up to form an eye on the cover. Anyone opening the Witness will see a picture of someone who blames them (right or wrong) for their death.

This Pistol is a Tangfoglio Witness chambered in 40. SW. The weapon is Chrome with a custom red grip, which has been embossed with an Eye. Bullets fired from this gun are "ghost bullets" that cease to exist after impact. These shots can be as silent as the grave, or they howl like banshees depending on the mood of the wielder.

This weapon has been modified with an Auto Switch, & is capable of burst fire.


This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a Steel Locket and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Firearms, 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: Medic! You must roll Self-Control to not immediately attempt to Stabilize any wounded person.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Bane: Injuries dealt to Murderers are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Silencer: The report of any shots you fire may be made silent at will.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

The eye of the locket shimmers as this effect is employed, & ghosts, either through whispers or fleeting glimpses, will direct the wielder to find those on the thresh hold of death or beyond it; just the same, the artifact alerts those detected that there is someone here who can help them...


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.

The "Eye" of the Witness shimmers, & the temperature drops in the area - the voices of the dead Crescendo to whomever wields the Witness, becoming almost deafening - echoes will linger as long as they bear the cursed amulet. Those that raise the dead share in the agonies of death, the loss of life, & are occasionally scarred by what they see on the Other Side.

The Wanderer forged the Witness out of Halo steel & Hell's own jewels. It is a terrible burden to bear.


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 that has died within the last month. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

Your target rises as an Animate being which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls. They must Concentrate to be seen or heard. 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.

Your risen ghost may "rest" inside the object, location, or person they are bound to and emerge whenever they wish. A maximum of one ghost may hide in a given shackle at a time.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Tinnitus (ghost voices). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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: Last Wish: If a ghost or dying person makes a request of you, you must roll Self-Control to not fulfill it. If they lose possession of this Artifact, the Trauma heals over the course of the next 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.

The Witness has grown in power - it cannot be destroyed, & the ghostly shots are lethal to even the most unusual creatures.


This Artifact has been upgraded.

This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

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: Haunted. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

Community Artifacts

The Seamstress' Needle

Created and held by Thalassia Sevangeline.
A knife-sized sewing needle perfect for patching holes or making new ones.

The most basic tool in a seamstress' repertoire is the needle with a string threaded through its eye. Ironic in nature, needles patch up holes by creating countless more, piercing a fabric again and again until all the damage disappears under a newly sewn on patch. Though brutally cruel on the surface, the average sewing needle is too small and delicate to cause any meaningful injuries to anything other than the average article of clothing.

The Seamstress' Needle is a knife-sized sewing needle, sharp and refined into a lethal form. While at rest, the needle lacks a thread, though one is quick to appear once the supernatural elements of the needle come into play.

Not Quite Flying:
A red thread manifests itself, winding through the needle's eye and wrapping about the user's wrist. The string extends as the needle flies through the air, only stopping its expansion once the blade's destination has been reached. Then, the string pulls the thrower towards the needle, tracing its flight path with the user in tow, disappearing once the needle is reunited with the hand that threw it.

Pin:
As though being guided by an invisible hand, the needle twists through the body of the target and the closest surface, moving in a pattern identical to the motions typical of a normal needle and thread. A red thread follows the needle, binding the target to the surface. Once a stable connection has been made, the needle hangs loose, suspended by a tangle of strings.

Return:
A red thread appears, weaving through the needle's eye and winding back towards the user. The string wraps around the user's wrist, and the needle swiftly pulls itself along the string, eventually finding itself back in the hand of the user.


This Artifact can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.

You also gain the following effects:

  • Not Quite Flying: You may Exert your Mind and use up your Movement to “follow” any attack using this weapon, traveling right next to its point of impact.
  • Pin: If your attack inflicts an Injury on your target, you may "pin" to the ground or a nearby wall. They are stuck there until you remove the weapon. The target may spend a Quick Action and increase the Injury's Severity by 1 to pull themselves free.
  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.

  • The attack must be the primary form of attack for this weapon.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Enten

Created and held by Woebhiro Rokuhira.
Katana

The katana features a sleek grey blade, with sharp edges that fade into a bright white. Its handle is wrapped in black leather, offering a firm grip. The guard has a silver or tin-like color, adding a touch of refinement to the overall design.

To prevent unauthorized usage, This weapon is connected to Woebhiro using a "Lifelong Contract"
(Once someone becomes a wielder of an Enchanted Blade, only they will be able to access the blade's techniques until their death.)

The last of the seven katanas forged by Kunishige Rokuhira, and the one which he gave his life to protect. Enten is infused with sorcery and possesses supernatural powers that appear to be based on 3 goldfish that Kunishige bought from a shop when Chihiro was still a child. According to Kunishige, when talking about the goldfish he had bought, the red goldfish "attracts good fortune", the black goldfish "wards off evil", and the three-colored goldfish is "supposed to be totally amazing".

Currently the sword's lacks his abilities, as Woebhiro lacks the knowledge and power to unlock it's true potential.


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 +4 Weapon Damage.

You also gain the following effects:

  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

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

summons the red goldfish from "Enten" which swims around Woebhiro to block him from any incoming attack

Whatever attack the red goldfish blocks will be absorbed by it. By saying "Aka" followed by the name of the opponent's attack, Enten will be covered in a red liquid which then fires the same attack in the direction that the blade was pointing.

Uses the power of the red goldfish residing in the sword "Enten", Aka supposedly "Attracts good fortune"


Expend a point of Battery and spend an Action or Reaction. Roll Dexterity + Melee at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.

Woebhiro summons the tri-colored goldfish which becomes a 'cloak' that Woebhiro wears, causing colored streaks to follow the motion of his blade and body. This technique imbues Woebhiro's attacks with high-density spirit energy, resulting in significantly more powerful attacks. Nishiki also grants Woebhiro greatly amplified movement speed and agility.


Exert your Mind and spend a Quick Action.

You transform into Nishiki for 3 Rounds. You have access to all of your Powers while you are Nishiki, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Petalfold Constellation

Created and held by Bryan Bosch.
An intricately folded origami star possessing a flower design. Each point appears to be made from modular paper comprised of countless layers of folds. Lined with silver, cold iron, and gold. Within one of its folds is a signature written in cursive gold, reading "bb."

When deployed, the artifact unfolds and begins to spin and levitate in place, animated by the spark of creation imbued in its design. Commanded via verbal, somatic, and physical signals attuned by the user, the artifact follows where they designate and automatically returns into their possession upon completion. The impossible layering of folds creates points concentrated enough to act as an armor shredding edges, leaving jagged, geometric wounds wherever they attack.

Brought to life by the care, creativity, and labor poured into each fold by its creator, this artifact requires a similar degree of attention as maintenance for its spark to remain-- similar to a fire receiving kindling for its flame. This typically means unfolding and refolding its patterns and shape, either manually or through command.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.

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.

You also gain the following effects:

  • Remote Control: You may choose to deploy this Artifact in drone mode. Each Round it is deployed, instead of attacking, you may spend a Quick Action to have it attack a target with 8 dice. You may end drone mode as a Quick Action on your initiative. This weapon may Attack up to once per Round.
  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

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

Bloodstone Pendant

Created and held by Soren Valentine.
The bloodstone pendant features a deep green stone with flecks of red, set in an unassuming filigree.

When activated, the bloodstone pendant radiates a warm crimson light, pulsing rhythmically. Its glow envelops the user, mending wounds and regenerating their tissue.

During a stakeout in Transylvania, Soren confronted a vampire coven led by a local count who wore a powerful bloodstone pendant. After a fierce battle, Soren disarmed Viktor, claiming the pendant. He discovered its healing properties, but learned it was weak to silver.


You gain the following benefits as long as you are wearing this Artifact.

Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Injuries you receive from Silver are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

Repair - O - Pen

Created by Harold Ford, given to Minerva McAlaster.
A small, gold ballpoint pen. Pressing the pen nib fires tiny nanobots that can repair dents, holes, or tears in machines and materials.

You take this device and point it at a mundane broken object close to you. A tiny bullet full of nano-bots if fired out, and immediately begin repairing the object. After 10 minutes, it's as good as new!

Hey there, I'm Harold Ford, Vice president of Ford Motors and president of Metalcraft™. Our boys at the lab where doing some market research and you know what they found? All of you people suck at repair work! I told my boys to be nicer to my fellow contractors but they insist, all you guys know how to do is investigate and shoot!

So I told my boys: Maybe the problem isn't the contractors it's the fucking tools you guys are making! I mean Jesus, can't I just have a gun that repairs my car?! So I got my boys working on that - They said it was impossible, and I said they're just lazy! A few months later they come back with this bad boy - Check it out!
I call it - the repair-o-gun! It looks like a ordinary device, but with a little pull of a switch and BANG BANG BANG! I LOVE YOU REPAIR-O-GUN! AAHAHAHAHAHAHA!

I LOVE THIS THING! I mean, next time anything breaks, you can just shoot it! Let's face it, you already solve most of your problems that way! Best-in-class repair device, patented nanotubular meshing. I don't understand how it works and neither do you!

Order now and receive free, same-day shipping courtesy of Offr Red! I love these devilish guys! Yah!


Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Dexterity + Firearms at Difficulty 6.

If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

  • 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.

Stock Legendary Artifacts

Personal Shield Generator

The device itself is a metal hexagon that is worn on the belt and glows when active.

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.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

The Bug-out Bag

No hiker would bat an eye if they saw someone wearing this 80 liter backpacking pack in the backcountry. Those who look closer find it's made of a curious mix of modern materials and what appears to be rawhide stitching.

This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

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

If this Artifact 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 this 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.

  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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.

This Artifact's true owner 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.

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.

The Coffin

"The Coffin" is a black, alligator-skin briefcase made to look like its namesake. The interior is coated in red, quilted leather. It is quite a bit larger on the inside, appearing to stretch backwards like a dark passageway.

This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.

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

If this Artifact 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 this container appear normal and unremarkable.

On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.

If anyone other than you opens the container, it appears empty. 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.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

Winter Fang

A massive bow made of solid ice.

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 +3 Weapon 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.