Legendary Artifact

Medallion of the Beast

Created and held by Boone Tallahasse.
A Medallion that sits comfortably around the neck, covered with fangs from a myriad of beastial entities, with a golden medallion stained in the blood of beasts.

By gripping the Medallion, the sharper section of it injects into the user's hand, immediately coagulating closed to allow the user to issue commands to an animal of their choice. Sometimes, the Medallion does not require blood, but it can be fickle due to its own sentience.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Non-Alien Creature within 20 feet.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.

Community Artifacts

Thieves' hands

Created and held by Za'id.
A pair of black leather gloves, with inscriptions written throughout their interiors.

When active, the artifact seems to darken from the inside, even in the brightest daylight. When attacked, those shadows lash out and interrupt whatever was attempting to hurt the user.


Exert your Mind and spend an Action. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • Effects with circumvent Armor completely also circumvent your barrier.

Combat Gloves MKIII

Special combat gloves designed and crafted by the legate of the forsaken legion

Elvis' Dancing shoes

Created and held by Nihon no Elvis.
You now are Elvis, become the Japanese Elvis!

These shoes, sing, quite literally. Where ever the go, whenever they are activated, they sing Elvis music and Disco soundtracks from the early 70s to late 80s. DEX-ATHLETICS


This Artifact can be used as a Pair of Roller Blades. It is roughly the same size as a Pair of Roller Blades but can be collapsed into Fancy Dance Boots and concealed. Collapsing or expanding it costs a Quick Action.

This Pair of Roller Blades has Hover Engine Roller Blades. Any roll to pilot this vehicle receives +2 dice.

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.
  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

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.

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: Complusion to Pose like Elvis after every statement. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

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

The spirit of Elvis cannot ever be killed. The dream carries on forever.


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.

Non-Beautiful People cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.

If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to Another Beautiful Elvis impersonator and reveal its power to them. They become its new true owner.

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.

1940's Ka-Bar

Created and held by Mike Westcott.
The Ka-Bar has gone through thick and thin with Mike, the knife while old still holds a shine like no other, it holds the spirits of many dead German and Japanese Soldiers, as they were killed and scalped with this very blade

Remembering his training, getting memories as to how they were taught to simply feel no emotion aside from hatred and anger towards the enemy, to have no feelings and see them as the shit stain of the earth it kicks in farther and further when he is picking up the artifact and remembering the monsters that were people that he killed during the war. Practicing the anger of yesteryears past he attains a new height of skill and is able to use it with weapons used by soldiers of both past, future, and present.


You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Military Melee Weapons.

Your attacks with Military Melee Weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with Military Melee Weapons.
  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Fancy Footwork: You may move your full Dash distance and attack with your Melee weapon in the same Round without penalty. You may also split your movement before and after your attack.

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

The Provider

Created and held by Edgar Stokes.
A pulsating tumor waiting to find a home.

These organs are about the size of a fist when created, growing like fleshy tumors inside Edgar Stokes mutated body - when inserted into a Pouch Augment in a living creature, the organ takes root, transforming that Pouch into a liminal space of sorts. The Organ feeds off the nutrients of the host body, & cannot be removed without removing the original Augmentation altogether.


This Artifact can be used as a container. It is roughly the same size as a small, pulsating organ and just as difficult to conceal. Unless it is implanted in a living creature that has the Pouch Augment, this Artifact behaves as its mundane counterpart.

Your small, pulsating organ holds 12 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your small, pulsating organ. They will have access to anything else inside and may attempt to break free, damaging or destroying the small, pulsating organ in the process.

If your small, pulsating organ is destroyed, things inside may get out, and it will cease to function until it is repaired.

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.

  • There is no cost to use your container.

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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.

Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.

If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.

Only you may open and close the container. Others can still destroy it to get at the contents

  • There is no cost to use your container.

This Artifact cannot be broken.

This Artifact's creator 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.

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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.

The way the Artifact is seen 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 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 can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.

Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.

If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.

You may change the type of your container between Contracts.

Only you may open and close the container. 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.
  • There is no cost to use your container.

This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.

You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.