Legendary Artifact

Bracer of Powerful Chucking

Created and held by Twiggy Stevenson.
A bracer of shiny metal make with a red gemstone embedded into it. It has ornate carvings.

Quite simply, this bracer, when worn, adds a powerful throw to anyone. When throwing an object in your hand, the red gemstone embedded in the bracer glows brightly as a red aura outlines the thrown weapon. The thrown weapon itself is empowered for the throw only.


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

Your attacks with thrown weapons no longer have their damage capped, and do +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Community Artifacts

Dingy Gun of Flaring

Created and held by Gind Moblin.
A tube of rusted metal

A decrepit flare gun, shooting out a green flare. Skittering in the darkness, several goblins burst from the shadows.


Exert your Mind and spend an Action.

Summon up to 3 Sapient Gobbos at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. They will attack any Undead targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

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

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Minions will only attack Undead targets that are larger than a mouse.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Xuanwu

Created by Kurigo "Oz" Osikawa, given to Bu Fang.
A 2022 Black Jeep Grand Cherokee Trailhawk 4x4

TORI 2.0 is a remanufactured car depending on the desire of the client.

TORI 2.0 stands for Tactical Off-Road Interceptor version 2


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

This A car has Bulletproof Windows, Kevlar re-enforced body, run flat off-road tires, biometric security. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

  • If there is not enough free space to expand the object, it cannot be expanded.

Jonathan

Created and held by Louie G.
A plunger.

The plunger’s head sticks to the control mechanism of the vehicle, such as handlebars or a gearstick.


You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Free Bird: You must roll Self-Control each time you could drive erratically and dangerously, and must do so on a failure.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Daredevil: Damage you and your passengers take from vehicle collisions is halved (rounded up) and the result is limited to a maximum of 5.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Jump: If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.

The plunger appears to blur as if it was spinning. When it unblurs, the plunger takes on the form of the chosen firearm.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 1 Weapon Damage +2 Bonus Damage. The target's Armor is fully effective against this damage.

This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

You also gain the following effects:

  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Silencer: Shots you fire can be made silent at will.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • 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.

As Jonathan strikes the target, The targets feet become plungers and are stuck to the ground, rendering the target unable to move


Exert your Mind and spend an Action to activate. Select a target within arm's reach. Roll Dexterity + Drive at Difficulty 6. may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.

Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.

  • The penalty from being cocooned does not apply to your rolls to escape the binding, since they are Mind rolls, not physical actions.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.

Jonathan is lifted off the ground, revealing more and more of a Louie C as he rises.


Exert your Mind and spend one minute to activate.

Summon a single Louie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.

Your minion is able to drive with a 7-dice pool.

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.

The Devil's Wallet

Created and held by Billy Bados.
A simple black leather wallet to keep your money in. It never seems to get dirty or damaged, no matter what it goes through, and it's always comfortably warm.

The user takes some money out of the wallet, and offers it to the target, along with the spoken command. While this seems like an ordinary bribe to the recipient, observers can see hellfire emanating from within the money-pouch of the wallet, and the money dimly (but visibly) glows.


Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • 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.

Chopper's Firearm Forge Mk.2

Created by Allister Wildheart, given to Tom Snart.
Currently Destroyed.
Black chest rig with spindley clockwork armigers on it.

Stock Legendary Artifacts

The Airship of Solitude

The airship of solitude is an imposing black blimp. While flying through the air, it is regularly struck by lightning, terrifying those below.

This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.

This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

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

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.

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.

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

You have 6 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.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

Lightning Bracers

A pair of bronze bracelets that glow with golden energy.

This Artifact produces ephemeral projectiles that can be used as a javelin.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

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.
  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.