Legendary Artifact

Claw of Akhekh

Created and held by Philip Beauregard.

The Claw of Akhekh is an old Gauntlet that magically bonds to a host, taking the place of their right arm. It is made of a strange living metal, and is similar in shape to the claw of a dragon. It possesses numerous mystical abilities, including the power to stretch and warp its shape, extending over 30 feet from its wielder. It is intelligent, capable of independent action from its wielder, but can be controlled through the magical bond it creates, as well as feedback from the tendrils it extends into the body of its wielder. The Gauntlet can remove its tendrils from the Wielders body and be removed, but this removes the benefits it grants to the Wielder.


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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

The Claw of Akhekh is a powerful weapon, capable of tearing through flesh and armour with ease. The strengthened bond with its Wielder allows it to draw on arcane energies the Wielder isn't using to strengthen its strikes.


You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Artifacts

Surgical Claws (Left)

Created and held by Dr. Rhea W. Alister.
Currently Lost.
A dozen-jointed limb with golden painted highlights and joints on a background of white carbon fiber, tipped with fingers that fold out into wicked points for surgical precision.

The Ring of Devotion

Created and held by Lucious Jabroni.
A ring aquired from one of the hands in the Coat of arms. Made of silver and carved in the form of a braid with solid edges. An inscription along the inside of the ring reads... "Your love made me strong". Something tells me this story didn't end happily.

While being worn, the golden tattoo's on my arms glow even brighter. As attacks draw near, a faint golden barrier shimmers in front of the object and a jet of golden flame, which varies in intensity based on how forceful the attack was, lashes out in the direction of the attack. However, with enough force, the object can push through. Knives seem to be able to pass without triggering this effect... for better or worse.


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

You have 4 Armor, which reduces incoming damage from all sources of physical attack except attacks from a knife. 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 penetration. It cannot be circumvented with Called Shots.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

The ring fills the body with warmth, reminding the user of what they love most. It also lashes out at whoever or whatever cast the mind exertion roll and they must overcome the ring's will to activate their effect on the user.


You gain the following benefits as long as the armor of the ring isn't shredded and the user is holding a knife and you are wearing this Artifact.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • Force of Will: You may Exert your Mind to increase the Outcome of a Mind resistance roll by 2.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

  • If you have an Effect that allows you to Exert your Mind more than once per Round, each Exertion still causes one Mind Damage.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

My mind races with new information. I can understand when somebody is about to move, not just from their stance or their facial expression... Their very own mind and muscular strain and tremor gives away their reaction, and their fear is palpable.


You gain the following benefits as long as the shield remains unshredded and you are wearing this Artifact.

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Withering Sunglasses

Created by Harold Polk, given to Harold Ford.
“He was staring into my soul”

When wearing these shades which are not courtroom appropriate attire. If staring directly at an individual when they lie to you there’s a good chance they will feel nerve wracking guilt.


This Effect activates whenever When An Individual Lies to the wearer. It does not require an Action or Exertion. Select a Living target within 45 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Influence (4 dice) at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Guilt. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

If any affected target takes or deals Damage, this Effect ends.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

Needler

Created and held by Lucious Jabroni.

More a large spike with a rounded handguard and a comfortable handle than a knife. 10 inches long in total with 6 inches of a glistening blue steel ready to ruin your day. When it extends, looks more like a lance than anything else... What is this thing?

The world's most annoying knife.


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

Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 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.
  • 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.

  • 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.

This knife always seems to return to its rightful place... Given time.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

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

This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from 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.

Hwasong

Created and held by Pak Jun-Yeol.
Forged from the legendary Chollima Steel, this five-bladed shuriken glows with the fiery red and gold of revolutionary spirit. Each blade bears bold Hangul inscriptions, slogans of self-reliance, loyalty, and unyielding revolution etched deep into its surface. At its heart pulses a blood-red ruby, encased in golden Adinkra symbols.

At its heart pulses a blood-red ruby, encased in golden Adinkra symbols, which traps the voice of Kim Il-sung himself. When spun, the shuriken releases his deep, commanding chant of Juche ideology, empowering the wielder with indomitable will and striking fear into the hearts of enemies.

Forged from the legendary Chollima Steel, this five-bladed shuriken glows with the fiery red and gold of revolutionary spirit. Each blade bears bold Hangul inscriptions, slogans of self-reliance, loyalty, and unyielding revolution etched deep into its surface. At its heart pulses a blood-red ruby, encased in golden Adinkra symbols, which traps the voice of Kim Il-sung himself. When spun, the shuriken releases his deep, commanding chant of Juche ideology, empowering the wielder with indomitable will and striking fear into the hearts of enemies. In reality the artifact lies to the user and will give false information constantly, it also can only be herd by the one holding it.


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 +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: Kim Il-sung's Guiding Prescence. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
  • 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.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

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

Stock Legendary Artifacts

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.

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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet 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. This will not open security doors on its own.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

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.

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 (3 dice) 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.