Legendary Artifact

Yokai's Guise

Created and held by Tani Michio.
A mask resembling a Nogitsune.

The mask when put on bestows the user with the supernatural drive to keep going despite any injuries.


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

Your Body and Mind Penalties are reduced to 0.

While Incapacitated, you may Exert your Mind to take a single action.

The wearer of the mask is given unprecedented skill with vehicles. Whenever they're moving in the car and multi tasking blueish silhouettes of themselves can be seen taking over for them for things such as holding the wheel and shooting outside.

This skill however also pushes the user into recklessness as their ego pushes them to constantly test their limits and take insane risks.


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.

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: Must always maintain top speed in a vehicle during a chase.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

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 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.
  • 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.

During moments of conflict a blue-ish aura surrounds the user. The user's rhythm of fighting becomes inconsistent as attacks land earlier or later then they are supposed to. Their movements become more precise and targeted as each strike becomes echoed by another delayed hit from a spectrish afterimage that serves to accentuate the blow.


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

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

The wearer of the mask is detached from sensory reception. Their presence when observed constantly shifts and blurs as if they're not there, only when under absolute focused observation does the Fox's guise falls apart and his presence is revealed.


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

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

The Driver claws open a rift in reality with a free hand and dives into it. Drifting through the realm in between timelines they re-emerge with another forceful clawing motion at their location.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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

The Rider Blade

Created and held by Daisuke Aino.

With the user's newfound proficiency, their blade has detached itself from the belt to be its own weapon, the blade's guard opens up to reveal a new compartment to slot cards in, the edge becomes sharper and the blade itself emits the soft whirring of a motorcycle. By revving the handle the user can heat up the blade and burn through anything whether it be walls, doors or foes.


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

Attack by rolling Dexterity + Melee, 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: Self-Control to adhere to any plan that involves harming non-combatants. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • Lasersaber: Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 1 Action for material demolishable with a crowbar or sledgehammer, and 2 Actions for other materials (like steel).
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • 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.

Booster boots

Created by Jason Valent, given to Prototype.
white and black

The booster boots are able to create thrust for a limited amount of time. The boots are blue and white and use thruster to stay in the air. In the background you can hear a Dodger's game.


Exert your Mind and spend an Action. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Icarus: If you fly higher than 50 feet in the air, you must roll 1 die, Difficulty 6. If you fail, this Effect ends early and cannot be reactivated for an hour. Make this roll again at every interval of 50 feet off the ground (100 feet, 150 feet, etc).
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Imperfect Prototype

Created and held by Dr. Rhea W. Alister.
A dozen-jointed limb with golden painted highlights and joints on a background of white carbon fiber.

These limbs consist of thirteen titanium segments that swivel around on omnidirectional ball joints, each one smaller than the other and tapering off to a point at the end. It straps onto the body using a specialty harness designed to sit under arms or over the stumps of missing limbs, and is prehensile enough to grab onto objects, and the arm can position the lower joints to move along its surface, working like fingers or toes on this limb.


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

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

Akashic Records

Created and held by Azik Salinga.
A book that seems old and wilted. Pages with the relevant gift appear fresh and new. The entire book is inscribed in a unknown language.

The akashic record is a book discovered by azik amongst a old ruin he was exploring. Coming from a place within egypt, the book binded to Azik as he slept on it one night trying to figure out it's origin.

In the religion of theosophy and the philosophical school called anthroposophy, the Akashic records are a compendium of all universal events, thoughts, words, emotions and intent ever to have occurred in the past, present, or future in terms of all entities and life forms, not just human. They are believed by theosophists to be encoded in a non-physical plane of existence known as the mental plane. There are anecdotal accounts but no scientific evidence for the existence of the Akashic records.
Yet, The akashic records exist, though in the form of a book. Detailing every single aspect, every single bit of knowledge from the start of the most infinitely miniscule energy, atom, life, every moment, every event, lays within the akashic record. Yet, no one can understand as it is in a language so old, older than time itself, that it is incomprehensible to people. Only those imbued, gifted by the powers that be, may even start understanding a single word from the book.


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.

  • "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.

Azik, holding his book in his hand, flips open to the very first page. Inscribed on it, is a language no one, not even azik can understand, yet he managed to pull together one word. "Protect", with that, letters from the page comes flying out akin to magic, arranging themselves in the air before turning into a protection barrier on the person it is casted upon.

Attested in English since 1530, from Latin prōtēctus (“covered, protected”), past participle of prōtegere (“to cover the front, protect”) from prō, prō- (“before, in front of”) +‎ tegere (“to cover”), see tegument. Displaced native Middle English shelden, from Old English sċildan (“to protect,” literally “to shield”).

A word of benevolence, love, and understanding.

באַשיצן : Ashiten
A - Shi - Te(a)n


Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Culture at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.

A page flips open, muttered in a language those cannot understand beside the target. Secrets revealed, truth, reality, how false their life was. Causing madness, insanity, disbelief, perhaps even... unconscious chaos.


Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll int+occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • 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.

With the book open, a page is written that requires one to be able to decipher its wording. With each text writing itself, after a minute, one will be able to look into the page and see the information they seek.


Spend a minute. Investigate an area with a radius of up to 500 feet You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Occult at Difficulty 6.

You learn the following information about the area:

  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.

Guardian's Embrace

Created by Kal, looted by Janus Hect.
An advanced piece of a technological orgamism that masquerades as a bracelet but transforms into any gun with a swift motion. This symbiotic entity bonds with its wearer, providing both concealment and protection.

When activated, the seemingly metal bracelet unfurls, revealing a fleshy amalgamation of steel and skin, this being takes on the form of any firearm you can think of, it also can grow eyes and speak to the user.

Shortly after returning from his first contract, Kal does his usual repairs to his RV and checks all of his supplies, when he hears a high-pitched whistling that seems to be hurtling towards his location. Just as the whistling gets to its loudest he hears a large crash right outside of his RV, on investigation he finds a Crater with what seems to be a perfectly crafted steel bracelet. Upon putting on the bracelet he hears a voice "hello there!" immediately, Kal looks around, eventually realizing the voice is originating from the bracelet. "hello?" Kal says while tapping the bracelet. Immediately after tapping on the bracelet it unfurls into an amalgamation of flesh and steel, vaguely resembling a handgun. Interested, Kal aims towards a tree and fires, the gun glows green when an energy projectile fires off into the tree leaving a hole slightly bigger than a normal bullet. Interested, Kal begins to fire off more rounds, "14, 15, Damn you don't run out do you?" A mouth suddenly emerges on the side of the gun, "Nope! I dont run out and I can turn into a bracelet so you can hide me! I'm the perfect killing tool! Perfect for somebody like you...".


This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a bracelet 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.

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.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

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

Stock Legendary Artifacts

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 penetration. It cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.

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.