Legendary Artifact

Divine Deliverer

Created by Monsa Dante, looted by Jessie (Carrion) Hope.
Currently At home.
Silver monster gun

The Divine Deliverer is a truly exceptional Catholic blessed revolver. Crafted with exquisite precision and adorned with sacred insignia, this weapon embodies the essence of one mans holy purpose. The revolver's barrel and frame are forged from gleaming silver, symbolizing purity and sanctity. Intricate engravings of religious motifs, including crosses and angels, adorn the metalwork, telling a tale of divine protection. The entire revolver is bathed in a radiant, warm glow, reflecting the divine light that guides the path of the wielder. the model of the revolver is a Smith & Wesson Model 460XVR Compensated Hunter.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: "One True Scotsman": When religion is invoked, make a trauma roll to avoid disparaging them and their faith.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You also gain the following effects:

  • Bane: Injuries dealt to Demonic entities (In a catholic since) are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Keyhole: Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

  • Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.
  • 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.
  • 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.
  • 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.

Community Artifacts

Lance of the Amber Lord

Created and held by Isaac.
A lance (thrusting sword) with a surprisingly strong crystal blade, surprisingly light and able to be swung with one hand.

The user crosses the lance over their chest as a sigil of a shield hovers infront of them. The lance seems to almost radiate heat as it does this.


Exert your Mind and spend an Action. Select a Animate target within 50 feet who can perceive you through. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If you succeed, the target will keep their full attention focused on you for Contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • 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.

Tenebrae Magnus Gladius

Created by Haerin Yun, given to Luminous Aurora.
Currently Destroyed.
A large, buster blade with a pitch black pulsating core with a red outline, with a deep and ravenous hunger.

Boy Magic!

Created by Seok-ju, given to Jake Daniels.
bedazzled blazer, shoes that look really poorly painted, black slacks with shiny beads that run on the outseam, a white shirt with a small fake gemstone in the middle. Has a set of skeleton keys attached to one of its cuffs
Crafted by Jake Daniels

The user pulls out a key and uses a hand motion against the surface of the container with said key, and as he does so, the target is opened up, locked or closed at his discretion with massive cracks and lines entering and piercing through the walls of said object.


Exert your Mind and spend two Actions performing the following ritual: The user does several motions on the door using the artefact, saying "Open the noor, open the noor!" as the door is opened or "Close it up!" when closed or "Lock it up!" when locked. Select a Non-Alien door, container, knot, or lock within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • 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.
Crafted by Seok-ju

He puts his hands up in the air to shield himself and slowly lower them down as the clothes change color, chanting "Bye-Bye Corruption" and suddenly he is a magical boy dressed in a bedazzled blazer, shoes that look really poorly painted, black slacks with shiny beads that run on the outseam, a white shirt with a small fake gemstone in the middle.


Exert your Mind and spend two Actions performing the following ritual: He puts his hands up in the air to shield himself and slowly lower them down as the clothes change color, chanting "Bye-Bye Corruption". You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You transform into a Magical boy! for 30 minutes. You have access to all of your Powers while you are a Magical boy!, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Attributes are the same. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: Magical Boy Blazer, Shirt, and Jeans +3 Armor) Magical Boy Wand!! (Pistol +2 wpd)

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

The Pill Bottle

Created and held by Pringles.
An empty pill bottle, with the label scratched off. Attempts to label the bottle have failed.

The bottle tends to find its way back to me. Dunno why.


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 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.

  • "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.

Overturning the empty pill bottle, a single pill falls out. The target must ingest the pill only after telling the bottle's owner about what it is they need to forget. If they don't, the pill will choose - this usually leads to an episode of short term memory loss or the subject forgetting large swaths of their past. Thankfully, those cases are not always permanent.


Expend a point of Battery to activate. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to not talk about this artifact, the person who used it on them, or whatever was cured for the next month. If they violate this rule, your treatment is immediately reversed.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The patient is aware of the after-care requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Overturning the empty pill bottle, a single red pill falls out. Usually, this is a potent healing anomaly which can cure almost any injuries sustained by the ingester. Sometimes, it is a faulty copy, which causes sore growths around the space that was meant to be healed.


Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you give the target a faulty pill - it causes a cancerous growth around the wound, which creates a Soft Spot battle scar. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Overturning the empty pill bottle, a single red pill falls out. Usually, this is a potent healing anomaly which can cure almost any long term injuries sustained by the ingester. Sometimes, it is a faulty copy, which causes an incredibly dangerous re-opening of the wound that was meant to be healed.


Expend a point of Battery and spend a minute. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you inflict a sev 4 injury with a bleeder battlescar. Select up to four Battle Scars on your target to treat.

The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

Your patient is required to not take another pill from this artifact for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • 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.

Nemean Lion Hide

Created and held by Ryane Night.
A tan leather trench coat with a golden furry inner lining

.....


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

Your Body and Mind Penalties are reduced to 0.

Any dice penalty from being stunned, diseased, cold, hot, dizzy, sick, distracted, or similar circumstances is reduced to zero. Does not affect penalties from Effects you activated.

...


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

You have 8 Armor, which reduces incoming damage from all sources of physical attack except Brawling attacks. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

Armor penetration does not affect your Armor, and it cannot be shredded or destroyed.

....


Exert your Mind and spend an Action. Select a Creature within arm's reach. You must use up a handful of food of the creatures diet in order to activate this Effect.

For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within arm's reach when the command is given.

Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

Sapient targets can resist by rolling Mind at Difficulty 6.

Any creature under your control through this Effect cannot be commanded or controlled by anyone else, even using other Effects.

If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • 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

255TE "Lancer" Rife

A metallic disk that, with the press of a button, expands into a futuristic-looking rifle.

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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • 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 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.

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.

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.

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.