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

Crafter's Appraisal

Created and held by Ninety-Nine.

one of the tools on the multi tool is a simple rod that, while tapping against the object to be analyzed, can give the user a better understanding of the object.


Exert your Mind and spend 2 Actions to activate. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Crafts at Difficulty 6.

You learn all the following information about your target:

  • You receive information about sand or smells or other indications of location, allowing you to discern where this object has recently been.
  • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
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.

Hook, Line & Sinker

Created and held by Eis Nova.

A silver lighter that has an engraving of a fishing rod with a fish being pulled up out of the water on its base. However, when flicked to "light" it transforms into a throwing knife with a string attached to its end that it powerful enough to stop someone in their tracks.


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

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

You also gain the following effects:

  • 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.

  • 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.

Work Uniform

Created and held by Louie G.
A pair of dungarees once owned by a legendary plumber

A pair of blue denim dungarees

An invisible forcefield slows incoming attacks.


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.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Asphyxia’s Cannister

Created and held by Asphyxia (Vitus Occhipinti).
A large metal chemical cannister attatched with a long cord and spray nozzle.

Using whatever horrid chemical mix Asphyxia is holding within the cannister, he sprays it upon a target.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 45 feet. You must use up Chemical fuel in order to activate this Effect. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

  • 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.

Chimera Drago

Created and held by Sora Tatsuya.
A spinning top who's top resembles three rotating dragon heads, it seems to radiate a powerful energy as it spins. When fired it seems to absorb energy from the wearer and cloak itself in it to attack.

Sora loads Chimera Drago into its launcher before firing it at a target. Sora can also charge the launch causing Chimera Drago to be cloaked in flame and lightning when fired.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. Attacks do not require a successful called shot to do 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:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • 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.
  • Ultra-Shot: Spend one Action preparing an attack. This does not count as Aiming. Next Round you may make an attack as though the range of this weapon was 1200 feet

  • 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.

Chimera Drago has been exposed to so much violence, and yet it is in the peaceful moments when it's true resilience developed, causing it to almost radiate energy.


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.

If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to an active member of the Crimson Flame Guild. and reveal its power to them. They become its new true owner.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.

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

  • If there is no available Next of Kin, it will wait two months and then appear to a random person. If multiple next of kin are appropriate, the GM will decide randomly.
  • The Artifact can fly at a maximum speed of 100 feet per Round and only towards its true owner. This does not grant the Artifact its own Action or Reaction, and it moves at the same time as its true owner’s Movement.
  • "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.

Drago glows brightly as its sigil is projected over it, hardening the wielder's will against mental attack.

Drago has been with Sora for his entire time in Neo-GENIS, and during that time, it has grown and changed with him. It has seen his victories, failures, promises, fears and in turn desired to not just be a tool for solely combat. So, projecting some of its latent energy, it is able to shield his mind from attack as well as his body. It is a bond between two beings that wish to see each other stand tall in front of every threat.


You gain the following benefits as long as 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.
  • Force of Will: You may Exert your Mind to increase the Outcome of a Mind resistance roll by 2.

  • 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.

Stock Legendary Artifacts

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.

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.

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.

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.

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.