Legendary Artifact

255TE "Lancer" Rife

Created by shady and orphaned.
A metallic disk that, with the press of a button, expands into a futuristic-looking rifle.

The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.


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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Silencer: Shots you fire can 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.

Community Artifacts

Ware's WareTech Suit

Created and held by Ware.
A powered 3-armor exo-skeleton that helps its wearer with combat tasks, communication, and mobility. Near the power source is the inscription: "Ware's Wares". Ware's Suit contains the Comms and Stealth Kits. Unequipped, it weighs 40-50lbs, but while powered it compensates for its own weight. It also includes an auto-injector that will inject Auto Repair nanites should the wearer die. For a full list of features, please check https://docs.google.com/document/d/e/2PACX-1vR5NwBTkpMv-tRBa5BAUW0EfwqRS_TlMojWSjXf6XUR2SiHQTWB-gvDIVLVBzYJ71_ByLRdW0jqjr8H/pub
Crafted by Ware

A holographic projection helps deal with any cameras that might be looking at the subject, while a "simple" perception filter helps fill in the finer details for anybody who is looking at them.

Inspired during her work reverse-engineering a T.O.P. Suit, Ware has realized the ability to hide what she's wearing while she's wearing it is even better than the ability to quickly make it disappear.


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

Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Apparel. 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.

When activating this effect, a little finagling is required to get the prototype to actually work - but once it's active, the artifact uses prediction technology to put itself in the way of danger, and actively protects the wearer: Either moving them out of the way or blocking hits for them with the light shimmer that outlines the exo-skeleton under their clothes.


Exert your Mind and spend an Action. Roll Intellect + Crafts 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 which circumvent Armor completely also circumvent your barrier.

A thin disc of plasma materializes in the user's hand from the device's glove, which can then be thrown to splatter against its target. It seems to eat through anything it splatters against, and only the device wrapped around the hand protects the user's fingers from a similar fate.

The plasma thrower has its own power source which is used not just to create the plasma itself, but also as a beacon for Ware's Extra-Dimensional Translator device - allowing the rest of the artifact to be Translated to her personal space until it is called for again.


This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly the same size as a shuriken but can be collapsed into a bracelet and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.

You also gain the following effects:

  • 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.
  • 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.
  • 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.

When wearing the artifact, it connects through the base of your skull and glows slightly there when activating its defenses.

A small disc plugs into the brain stem of the user, similar in appearance (when plugged in) to a "data-jack" type device. It allows anything with the correct kind of plug (Anything Ware has created, or modified to work with it after the fact) to monitor brain activity, and upon removal seals up the area with anesthetic and surgical glue.


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:

  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.

  • If you have an Effect that allows you to Exert your Mind more than once per Round, each Exertion still causes one Mind Damage.
  • 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.
Crafted by Liv

The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon wearing a human form crawl's its way out of the object, and leaps out, looking for enemies.

The demon in this iteration looks like a beautiful human with dark eyes, black hair, and dark nail polish. When not attempting to hide it, they trail little bits of shadowy smoke, and bend shadows and light around them oddly. They have thin leathery wings that peel out from their back when they take flight. When firing at range, claws from their hand break off becoming needle like knives in the air.

The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it. It will die defending anyone it is ordered to defend.

This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.


Expend a point of Battery and spend an Action.

Summon a single Sapient Human seeming Bound greater shadow deceiver at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Unarmed Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. Your minion is able to Stealth with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.
Crafted by Dr. Theodore "Laz" Lazcowicz

The data gathered from Laz's age changes have now allowed a greater understanding of cellular reconstruction. Laz's device now secretes nanites constantly into the user's bloodstream through dermal absorption. Activation reads brainwave patterns to determine the envisioned form and adjusts smoothly, preventing the tearing, gore, and nudity of the previous system. Yes, bones still shift under the skin, and clothing is reconstructed but in a much less disturbing display. Further, the reconstruction need no longer be actively maintained. Once complete, it remains until changed. Releasing a form, however, does still cost the wearer an exhaustive amount of energy that must be recovered.

After the events of a previous Contract, Laz wanted to be anyone else. Eliza helped him work out how he can be. Now he finds himself doing business with another face


Exert your Mind and spend a minute.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

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.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.
Crafted by Bryan Bosch

After attaching the frame to their torso, the user must activate and sync the arm's internal operative systems with the neurological activity responsible for their own limbs-- requiring extensive input from the mind, voice, and body. The golden circuitry running across the chassis ripple with energy during this process. While in use, its origami folds are able to stretch, bend, and morph to fit the user's desired movements.
The calibration sequence to connect the arm requires the user to move around their joints (shoulders, elbows, and wrists) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").

The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.


Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

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 appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

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 may stretch or retract your limbs once per Round on your Initiative.

As the activation ritual is performed, the origami wings unfold from the user's back and extend ten feet on all sides. Due to their modular structure-- being composed of countless amounts of paper sheets and feathers-- the wings are effectively immune to damage, as they repair themselves with replacement feathers the moment they are destroyed.
The calibration sequence to connect the wings to the user requires them to extend their arms to the side (reaching their wingspan) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").

The wings connect themselves to the user's inner Source or Mind to power their movements through the calibration sequence. Basically just imagine the wings the paper girl from Naruto uses (Konan).


Exert your Mind and spend two Actions performing the following ritual: activating and calibrating the wings with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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 origami wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.

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

  • Ethereal Wings: Your origami wings can no longer be damaged, destroyed, or receive Battle Scars.
  • 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.

Makeup Bag

Created and held by Charlotte Lovewell.
Containing a pink lipstick, pressed powder compact, some mascara, blush, and a couple of brushes.

With a swipe of lipstick across her lips, the transformation activates in a shine of white light. Ribbons begin to appear and wrap around Charlotte, vanishing into her magical girl outfit. She flicks at her hair, hair becoming long and tied up in bows, gloves appearing on her hands. Clicking her boots together, the transformation ends.

Magical girl outfit consists of: natural makeup, heart shaped wand, heart earrings, choker and necklace, hair bows, ruffled short sleeve blouse that kind of looks like a heart, a pretty pink stereotypical magical girl dress, pink pumps with charms, lolita style stockings, gloves, and a purse attached with pearls containing pink glittery pepper spray, first aid kit, money, pocketknife, perfume, makeup bag, and candy pouch.

Magical girl outfit also provides 3 armour.


Exert your Mind and spend a Quick Action.

You transform into an adult magical girl for 3 minutes. You have access to all of your Powers while you are an adult magical girl, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2 and your Charisma is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: magical girl outfit

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

They say makeup can change someone’s appearance, in this case, quite literally.

A heart-shaped compact pressed face powder that comes equipped with a powder puff. With a tap tap on the powder and a pat pat on her face, she slowly morph into someone else! Not just solely limited to appearance as well!


Exert your Mind and spend a minute.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Immortal-Tribulation Kitsune Spade

Created by Luci Alessi, given to Prototype.
A blade that uses Earth Jade Paste and special Endothermic material, creating a superheated edge with extreme toughness and durability. Innate: (+7 damage, half armor, Blade breaker, Shredder, Lasersaber, can light up 2 foot in the direction its pointed in, nigh-unbreakable one handed katana.)

Luci communicates her desire to augment an item through visual art, using the surrounding shadow and darkness to help form the swirls of pure energy that infuse themselves into the items she desires.

On firearms, her shadow will slink along the barrel and firing mechanism, making it far more efficient and adding its own kick to the fired bullet, making it deadlier while also assisting to manage recoil.

On melee weapons, the shadow slinks along the weapon with either barbs or thorns.

On other mundane items, their shadows become slightly more pronounced and may even shimmer if looked at closely enough. This improvement strengthens the bonds of the item with more supernatural or mundane energies, allowing it more freedom, efficiency, and durability.


This Artifact has been upgraded.

This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • 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 same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

Maria Eugênia

Created and held by Stive.
Assim como uma boa ex mulher, faz um grande estrago!

Para satisfazer as necessidades de Stive, o rifle tem um conforto extra, robustez combinada com leveza e mobilidade, rapidez no carregamento, economia de munição, precisão e tiro forte para distâncias longas e razoáveis, uma explosão de pequeno volume ao disparar.


This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Anel de sinete 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:

  • 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.
  • 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.

XACTS Mk VI

Created by Meng Hao, given to Cleatus Abernathy.
a rectangular object approximately 5 x 5 x 10 cm.

The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.

The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.


Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Legendary Artifacts

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, locks, or locked targets 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.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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.

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.

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 +4 Weapon Damage. The target's Armor is fully effective against this 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.

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.

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.