Legendary Artifact

E.G.O EQUIPMENT

Created and held by Zayir.
"Report to the storage area."

"The wolf's appearance is the one and only thing the blue smocked shepherd will do anything for. The user will most likely feel compelled to weasel their way to their goal with words."


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

You have 6, which reduces incoming damage from all sources of physical attack except PALE 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

  • This Effect’s Armor rating cannot be increased by any other Effects.

A cane that hides the sword in itself. Some employees would rather ditch the cane and hold the sword out as it is. But then what's the point of concealment?

CAN BE USED AS A CANE WHEN SHEATHED.


This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to BLACK WEAK ABNORMALITIES are increased by 2 Severity levels.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.

  • 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 user may commune with a single Abnormality, and force it to do the user's bidding after 3 rounds or 15 minutes at the expense of severe continuous mind damage (3 severity per round) the longer you exert your influence.

User must be uninterrupted while communicating, if interrupted restart the entire process; This effect can be resisted by intelligent & ALEPH Abnormalities.

"Throw it away until I remember it, when it crosses my mind, kick it again! Toss it, adore it, then burn it with fire! That's how you love... a lifeless thing!"


Exert your Mind and spend a Free Action. Select a Creature within arm's reach. This Effect cannot be used unless WHITE LIES EGO IS FULLY EQUIPPED.

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

Your commands must be relatively simple and within the target’s intellectual grasp. 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. You must maintain Concentration while your commands are being carried out, or the effect will end prematurely.

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: Abnormality Whispers. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • All commands can be issued as a Free Action, not just the initial activation.
  • 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.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • 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.

Though this weapon is not as strong as other E.G.O weapons in our possession, it provides psychological comfort to the wielder.
However, it is useless to those who do not know justice.


This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to WHITE WEAK ABNORMALITIES are increased by 2 Severity levels.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

"Though the original's power couldn't be fully extracted, the magic this holds is still potent.
The weapon's bullets travel across the corridor, along the horizon."


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

You have 4 Armor, which reduces incoming damage from all sources of physical attack except PALE 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.

Long Rifle weapon of black, blue and yellow colors, resembling the weapon of the Abnormality. It's blue tracers only reveal the beings it has tore through.


This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal. Unless MATCHING SUIT IS WORN, BOOSTING THE WEAPON'S BONUS DAMAGE TO 4 INSTEAD OF 2, this Artifact behaves as its mundane counterpart.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +7 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: "The 7th Bullet has your name written on it". If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Bane: Injuries dealt to BLACK WEAK ABNORMALITIES are increased by 2 Severity levels.
  • Curve the Bullet: You suffer no penalties for attacking targets behind cover.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Keyhole: Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.

  • Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

The user focuses up, taking a moment to breathe as the simple existence of the devil's contract weighs on their mind.

THIS EFFECT REQUIRES USER TO EXERT 2 MIND

"When a marksman received a gun from the Devil, the Devil proposed a childish contract: The last bullet would puncture the head of his beloved. The moment he heard that, he sought and shot all the people he loved. Then he told the Devil, "This magical bullet can truly hit anyone just like you say."


Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless using Magic Bullet Weapon and wearing Magic Bullet suit. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you apply friendly fire. Roll Dexterity + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 6.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

  • 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

(Deprived) Trauma Pendant

Created by Takara Hikaru, given to Tarhos Kovacs.
the chain is silver and small and has a large pendant around the neck area, the pendant is shaped like a knife with snakes that slither around the blade

He imbues objects with certain cursed spirits that are known for fixing mental liabilities


Exert your Mind and spend an hour. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

The Nightingale's Compass

Created and held by Alfred Nightingale.
What appears to be a simple silver pocketwatch on a chain can be flipped over to reveal a compass with multiple dials

When the pocketwatch is flipped over and clicked, a pulse rings out from the center, scanning the area for any and all Cryptids. The needles twist and turn, pointing slowly at each target within range. The holder somehow knows the distance of each target.


Exert your Mind and spend an Action.

You automatically detect all Cryptids 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.

If no Cryptids targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

The observer

Created and held by Void.
A device with the size of half a smartphone that unfolds revealing screen and ray casting part, projects a ray towards the object to be examined displaying on its screen the data gathered

When drawn from the pocket its a small squared device, pressing a button on top makes it unfold and reveal a screen and the ray casting part on the other side making it like a triagle. When used to scan an object a ray is casted from top to bottom covering the surface of the scanned object, after some time the data is processed and shown on the screen with a three dimmensional representation of the object

The casted ray will bounce on the surface revealing fingerprints or any trail left from the previous user, this is digitalized, processed and analyzed to determine who its previous user was based on a databased maintained with the people linked to current contract


Expend a point of Battery and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Technology at Difficulty 6.

You learn all the following information about your target:

  • You receive fingerprints telling you who has used this object recently.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • 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.

Ye Ol' Reliable

Created and held by Tara Taylor.
a green and black extendable blowgun with some messily scribbled runes on the side; 10 - 40 inches

An extendable aluminum blowgun that, except for some magical ink found in an old hunter's stash, seems kinda ordinary. The runes are supposed to bring good fortune and a good shot at long range.
When preparing for a long range shot, the blow dart seems to creak and squeak and extend like living flesh for a few moments before returning to normal

Tara's hunter manual did provide some helpful info for where to find the magical ink used to make something supernatural out of something regular.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. Attacks do not require a successful called shot to do damage.

You also gain the following effects:

  • Ultra-Shot: Spend one Action preparing an attack. This does not count as Aiming. Next Round you may make an attack as though the range of this weapon was 1200 feet
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Fabrication Rights Management Chip

Created and held by Luna Aoki.
"Blueprint - EXPORT VERSION - Bishop-Class Inlay - FRM License S/N 0003-A - 3 Walkers - Tactical Use Only - Improved Matter Battery

The operator slots the FRM chip into the universal constructor, selects this program, accepts the end-user license agreement, and then waits as it goes into overdrive.

Over the next few seconds, it renders via a sweeping laser 3d print a set of three Bishop combat walkers.

The Bishops are bipedal forms, with a shoulder-mounted metal storm cannon. They have a pair of arms that terminate in both flexible graspers that double as cutters.

Named after the Black Rabbit of Inlé.

The Fabricator is desperate for materials during the process, willing to take it from anything nearby... even the operator.

The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.

This is an 'export' version of the FRM unit that includes reduced armor plating and the standard fire control system.


Expend a point of Battery and spend an Action.

Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions 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 Attacks have 50 feet of range and deal +3 Damage.
  • Body/Mind: Minions have 5 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Stock Legendary Artifacts

Expend a point of Battery and spend an Action.

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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

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.

Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • 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.

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.

Lightning Bracers

A pair of bronze bracelets that glow with golden energy.

This Artifact produces ephemeral projectiles that can be used as a javelin.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.