Legendary Artifact

The Book

Created and held by Edgar Von Blair.

A pristine, black leather time that when opened reveals typical parchment covered with lines of unintelligible writing and random scribbled only a madman could understand. However when channelled with mystical energy it reveals a map of nearby vaults.


Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.

You learn the following information about the area:

  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
  • You learn where a vault is located.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.

Community Artifacts

Spinal whip of the Flannigan family

Created and held by Bryce Flannigan.
The artifact is a long whip, made of spinal vertebrae of a long deceased ancient Irish king, it can easy coil around a victim.

When used the whip can extend itself, the bones rattle.


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

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • 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.
  • Extend-o-blade: This melee weapon may extend up to 50 feet for a single Attack, Defense, or Clash. Retracting back into its usable size is a Quick Action.
  • 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.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.
  • 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.

  • 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.

Trama Pendant

Created and held by Takara Hikaru.
the chain is silver and small and has a large pendant around the neck area, the pendant is shaped like a knife with snakes that slither around the blade

He imbues objects with certain cursed spirits that are known for fixing mental liabilities


Exert your Mind and spend an hour. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

Wooly Jumper

Created and held by Leighword Righmore.
A simple woolen jumper made from a soft magical thread that protects the user from harm

Wool entwined with golden protective magic, when enough is threaded into something it will provide a simple protective shield against damage.


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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

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

[LEGENDARY] Handcannon

Created and held by Smoldep.
A sleek, blocky, gun.

A sleek but cartoonishly blocky pistol with a constant shine when taken out, the firing speed of this weapon goes above and beyond. Perfect for mindlessly shooting trigger-happy murderhobos, or mindlessly-shooting trigger-happy murderhobos.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

  • 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.

Personal Plane

Created by Storage, given to Levi Martin.
The AeroDax CEO's personal Xcub 1-man pilot plane.

Any plane that has been "innovated" by you has the ability to fold down into a model figurine of itself, and just as easily, back into the full scale of itself... however, the Aerodax CEO, has only managed to replicate this on small 1-person planes so far.


This Artifact can be used as a XCub 1-man Plane. It is roughly the same size as a XCub 1-man Plane but can be collapsed into model plane figurine w/ bead necklace and concealed. Collapsing or expanding it costs a Quick Action.

This XCub 1-man Plane has small-strip landing gear, and is literally a plane.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Flying Solo: Your vehicle cannot have any passengers.

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

Stock Legendary Artifacts

Increase your sacrificial Injury's Severity by 1 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. If you fail or Botch, you receive one Mind Damage and a new Trauma.

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.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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.

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.

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

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.

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.