Legendary Artifact

The Hellcharger

Created and held by Jack Reaper.
Glossy black with a electronics on the front of the hood of the car and a weird aura to it

The car roars out as if it is a monster from hell the dark black car leaving a blazing trail.


This Artifact can be used as a 1969 Dodge Charger. It is roughly the same size as a 1969 Dodge Charger and just as difficult to conceal.

This 1969 Dodge Charger has wheels and hood on fire. 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.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

Community Artifacts

The Rider's Jumpsuit

Created and held by Maxwell Fawkes.
A Black and White Jumpsuit, it looks something a driver would wear in a race, with two white lines on the chest connected at the top, with several other accent white lines holding this hellish suit together, gloves covering up the hands and black boots holding the feet in place.

The Suit just holds itself together as the shot rings out, once the gun moves way, the smoke reveals the suit to be intact, unfazed by the gunshot, with Max just holding the area in pain still, it patched itself together by whatever dark magic it holds, the wearer unaware of the suit's true extent yet.


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 Holy. 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 Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

The Ring of Devotion

Created and held by Lucious Jabroni.
A ring aquired from one of the hands in the Coat of arms. Made of silver and carved in the form of a braid with solid edges. An inscription along the inside of the ring reads... "Your love made me strong". Something tells me this story didn't end happily.

While being worn, the golden tattoo's on my arms glow even brighter. As attacks draw near, a faint golden barrier shimmers in front of the object and a jet of golden flame, which varies in intensity based on how forceful the attack was, lashes out in the direction of the attack. However, with enough force, the object can push through. Knives seem to be able to pass without triggering this effect... for better or worse.


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 attacks from a knife. 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.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

The ring fills the body with warmth, reminding the user of what they love most. It also lashes out at whoever or whatever cast the mind exertion roll and they must overcome the ring's will to activate their effect on the user.


You gain the following benefits as long as the armor of the ring isn't shredded and the user is holding a knife and you are wearing this Artifact.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • Force of Will: You may Exert your Mind to increase the Outcome of a Mind resistance roll by 2.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

  • 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.

My mind races with new information. I can understand when somebody is about to move, not just from their stance or their facial expression... Their very own mind and muscular strain and tremor gives away their reaction, and their fear is palpable.


You gain the following benefits as long as the shield remains unshredded and you are wearing this Artifact.

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Snart Rifle

Created by Luci Alessi, given to Tom Snart.
A masterfully crafted weapon inspired by the designs of Judge Dredd's and Robocop's trusty firearms. On the side is inscripted; "To Protect and Serve"

Luci's firearms are typically very overturned and overdesigned. She's secretly a huge comic book fan and her new revelations in regards to her ability to create items using the energies of The Well have opened up the ability for her slightly childish imagination to go wild with possibilities.

When the weapon changes forms, it momentarily becomes a formless amalgamation of thick ink that would sink between the user's fingers if the process of reforming didn't take quicker than a second to complete.

Luci takes an exceptional amount of time sketching out a full blueprint for the weapon of her desire- typically inspired designs from comics or movies that she personally finds cool. She spends time manifesting the item through the use of her own shadows, however she takes extra time to refine the details and give the firearm its own personality. Each and every single one of these has a little bit of Luci and her creative intent inside of them.

Her initials as the creator are imprinted on the side of the firearm.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this Damage.

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.
  • Silencer: Shots you fire can be made silent at will.

  • 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.

Fragments of a sunbeam

Created and held by Caroline (real).
‘Fragments of a sunbeam glaring from the kitchen knife’

The bagman's power infused with Caroline's knife caused the blade to emit smoke when penetrating flesh and to cause a sort of paralysis that 'pins' the target.


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

Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • 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.
  • 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.

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

Sentry Shades

Created and held by Zain Robinson.
Sleek, faintly tinted visors with a minimalist design, resembling a tactical set of sunglasses. Lightweight and reinforced, the lenses are embedded with custom wiring and salvaged parts to grant the user perfect night vision and thermal imaging, as well as multiple layers to extract nerve splices. Along the arms of the sunglasses there are tiny white star specs and glossmer thin lines connecting them, forming subtle starscapes that slowly change.
Crafted by Minerva McAlaster

The one bearing this map kneels, and holds it tightly in their hands. They close their eyes, and let out a breath.. and their mind slides into the Dreamlands. To people observing, the traveler appears to simply sleep kneeling.

To the one in the Dreamlands, they are in an unmapped part of the Dreamlands. The world around them is raw chaos, ever-shifting. It requires an incredible act of will to force this to resolve into something that can be understood. For not only are all potentials represented here, all times are. With focus, one can will the chaos into an image of something that happened in the past.


Spend a minute. Investigate an area with a radius of up to 20 feet At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn the following information about the area:

  • You choose a specific type of event and receive a vision of the last time it occurred here.
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.
Crafted by Zain Robinson

The user deeply inserts the lens of the gadget directly into their eyeballs as if attempting to scrape them out, before extracting a string of its nerve endings out to create the ward. The senses of the ward may then be accessed remotely through a companion lens connected to their nervous systems.


Spend an Action. Select a Location within 10 feet.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 1 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user poke and prod into their eyeballs to pull out a string of nerve endings.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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.

Put together from broken electronics, salvaged scrap material, and high-end camera lenses, these visors are a work of natural ingenuity and resourcefulness. They allow the user see perfectly in the dark and detect heat signatures more clearly than any modern night vision or thermal imaging.


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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Thermal: You are able to "see" heat signatures within your line of sight.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Stock Legendary Artifacts

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.

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.

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.

The Axe of Legend

This electric guitar has one edge sharpened into a deadly blade. It can be used as either sort of axe.

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 +4 Weapon Damage.

You also gain the following effects:

  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • 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.

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

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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.