Legendary Artifact

Thermal Heating Glove

Created and held by Crane Albright.
A Glove with electrical lining on its palm

Electricity runs through the glove, superheating the glove and then superheating the element it is touching.
If the heat isn't enough, the glove has little nozzles at the tips that hooks up through the glove into a small pack that holds Dicyanoacetylene, a super hot liquid chemical that burns at 5000* Celsius.


Spend an Action. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire). This Effect cannot be used unless Used on non-living things. You must use up a pack of quadruple A batteries in order to activate this Effect.

You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 300 feet to another location within 300 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 4 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • 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

Allen’s Arcade PowerGlove

Created and held by Allen Sullivan.
A Nintendo Powerglove with some extra buttons named after different arcade games

Allen presses the Pole Position: Drive button on his Powerglove, and in a spray of pixels the button leaps off the glove and expands into a pixelated red and blue Formula 1 Race Car from the famous arcade game Pole Position.

This is the first of Allen’s NeoGen class abilities as an Arcade Summoner, drawing on the power of the hit game Pole Position.


This Artifact can be used as a A pixelated Formula 1 Race Car from Pole Position. It is roughly the same size as a A pixelated Formula 1 Race Car from Pole Position but can be collapsed into drive button on the powerglove and concealed. Collapsing or expanding it costs a Quick Action.

This A pixelated Formula 1 Race Car from Pole Position has F1 Race Car Engine. 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.
  • 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.
  • 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.
  • Flying Solo: Your vehicle cannot have any passengers.

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

By pulling up his bright blue glowing touchscreen menu, Allen can return his class icon to him if it is lost.


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.

Maxwell's Brimstone

Created and held by Maxwell Fawkes.
Maxwell's Personal Brimstone, no one is getting their hands on this.

A Plymouth Barracuda, with a glossy black sheen on the panels of the car, silver accents on the front and the tires, a raised up area for the engine, orange side lights: a true muscle car


This Artifact can be used as a 1970 Plymouth Barracuda. It is roughly the same size as a 1970 Plymouth Barracuda and just as difficult to conceal.

This 1970 Plymouth Barracuda has Racing Modifications and enhanced durability. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • 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.
  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.
  • 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.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Martin Kaneko’s Business Card

Created and held by Atsuhi Kaneko.
A Quartz Black Business card with a golden, embossed logo. Paul Allen could never.

People hear only what they want to hear... and see what they want to see. "Oh, are you allowed to be here? I'm gonna need to see some ID, pal." Welp, they want it... and they got it! Just show them this bad boy and you can get into a lot of places!

How's this doodad work? Uh... the power of imagination... haha. Quickly think about what you wanna show it and focus... believe in yourself! With the power of belief (and a helluvalot of moxie and confidence), you can use this to get anywhere.

How'd I make it? Uh... secret processes that would be too complicated for a layman like you to understand. Now screw off!


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

Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of identity and security cards. 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.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

Choker of the reality-warper

Created by Gabriel Faraday, looted by Morric Walker.
Currently At home.
A simple choker that contains the ability of a powerful reality-warper however most of its power is currently sealed

By pulling at the threads of reality you can move things with your mind, a faint silvery glow can be seen on the choker and on the target (they do not connect).

The battle scars are because the body is not adapted warping reality

The nightmares are caused by the strain on the subconscious mind when it is not natively their


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

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects. Unarmed Mastery does not apply.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 2 total objects at the same time.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Enervated. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nightmares. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

No outward physical effect other than those already associated with Pull the Strings of Reality.

Manifested after some of the ancient reality-warper's power leaked out of the artifact and increased its combat power


You gain the following benefits as long as you only use it with Weapons controlled by your telekinesis, you are wearing this Artifact, and you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in your firearm’s range using your firearm. Defending this way still costs a Reaction.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons deal +3 Weapon Damage.
  • Nobody Tosses A Dwarf: Anything you can lift, you can throw a normal distance. Any encumbrance penalty applies to this roll.

Pick of Destiny

Created and held by Osmand "Oz" Stark.
A dark stained wooden handle holds this white hot steel in place.

Osmand reaches for his neck and holds his necklace as a momento for those lost in the mines. His rage builds up and releases a white hot pickaxe from his grip in a burst of dust and grime.

Osmand swings the pickaxe with such might that the white hot metal returns to solidity on every swing, reverting back and forth and Osmand mines through walls and creatures.


This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon but can be collapsed into A chain necklace with a flat lump of metal with crude letters written on and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. The target's fully effective

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: Long pause: Roll Self Control when seeing a stone or large rock, if failed you MUST BREAK IT INTO LITTLE PIECES!. 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 2 Actions for material demolishable with a crowbar or sledgehammer, and 5 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. This penalty lasts until the armor is repaired.

  • 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.

Stock Legendary Artifacts

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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.

The Skeleton Key

At first glance, this appears to be a standard, modern house key made of ivory. A close observer might compliment its skull-shaped head or usual material. No one would suspect it to be one of the Thief's most prized possessions: The Skeleton Key.

Spend an Action.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • 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.

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.

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 holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.

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.

On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.

If anyone other than you opens the container, it appears empty. 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.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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.