Legendary Artifact

Scout’s Talon Bangle

Created and held by Julian “Jules” Stinkle.
A brown bangle with feather designs carved on it and talon shaped clasps

Holding your arm out as if holding a bird and calling the eagle’s name, Aurelia, will cause the bird to appear in a puff of smoke about 5 feet from you, landing on the raised arm.

Her talons might hurt if she lands too hard, but she means well.


Exert your Mind and spend an Action.

Summon a single Eagle at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 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: They have dog-level intelligence, but are capable of communicating information back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice. Your minion is able to Alertness with a 7-dice pool.

You may only use this Effect once per day.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

Community Artifacts

Trifold Frame

Created by Bryan Bosch, given to Harold Polk.
A marvel of artistic ingenuity, providing the function of an impossibly flexible, additional arm. It can be quickly equipped and removed through a series of clasps that attach themselves to the user's torso. The exterior is crafted from a reinforced, tensile layer of carbon fiber resistant to wear and damage. Golden circuitry runs along the surface of the arm, branching into intricate fractal patterns. Its internals consist of a complex suspension system supported by wiring and origami folds in the three primary joints, as well as a series of advanced, technological components. On the back of the hand is a signature written in cursive gold, reading "bb."

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.

Denouncement

Created and held by Maximilian "The Poker" Crawford.
An odd pair of glasses that becomes a flashy titanium rapier with silver and gold accents.

Chuckling, I feel for the right temple of my glasses. "Really, Jared, I'm surprised you're not a fan!" I say, casually walking behind him. He barely turns to continue our discussion of Weezer, and in an instant Denouncement is through his heart. "You've been poked by me, fool." I whisper gruffly before he fades. I flick the blood off the rapier and return it to my face before sitting down with a cigarette.


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

Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • 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.

Banishment Knot Charm

Created by Frank Lambert, looted by Edgar Stokes.
A piece of rope tied into a mystic knot

By Placing The Mystic Knot forward and giving your mind and will into the Knot you can begin banishing evil creatures.


Exert your Mind and spend an Action to activate. Select a Animate target within arm’s reach. This Effect cannot be used unless Can Only Be Used On Ghosts, Demons, Spirits, and Undead. Make a Trauma roll when you activate this Effect. Roll Dexterity + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Brain Fog: The target’s thoughts are muddled and incoherent. They must succeed a Mind roll to remember details of things, at Difficulty 7 for old details and Difficulty 9 for things which occurred while afflicted. They also take a -2 penalty to all mental actions, which grows by -1 every hour until it reaches your Outcome.
  • Psychotic Episodes: The target must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by Be Blessed By someone of the Buddhist faith.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.

Ivory Smoking Pipe

Created and held by Benedict Hollysmith.
Just Whalebone Ivory pipe with brass accessories. The bone has been carved with runic symbols of ancient origin.

Inhale the spirits and blow out the the smoke. The Artifact is a Wooden Smoking Pipe, with tribal carvings. Both parties start "Tripping Balls"

The Tribal carvings stolen from Ancient Knowledge burn the combustion fuel of herbs and transmutes them into a healing aura


Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The spirits of Dead Indegious Tribals that dance creepily, tearing away at each other's ghostly flash and replacing the wound's of the chosen with the vitality of their own..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Reversible Shades

Created by emivvv and orphaned. Held by test
What's it take to get a little air away from the Paparazzi? Snap those black legs back, and be amazed as your clothes and figure change to something a little less conspicuous. The Cameras Love You, Baby.

A rigid, titanium body, laid into a traditional hickory handle. Subtle rubber grips.

A replaceable steel head - swing it, and it makes a keen noise.

The head spikes out cruelly, seizing and twisting itself into the wood - gripping its fibers closely to itself tighter and tighter - pulling itself into the bricks behind - until it snaps.

And then it lets go, and sidles away with bits of bone and tenderized viscera matted in its head.

OAUgh fuck, an allegory


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 +5 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

You also gain the following effects:

  • Pin: If you Injure the target with an attack, the target is “pinned” to that location as long as your weapon remains in that spot. The target cannot remove the weapon.

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

Throw a punch at his head.
It connects, but... It feels solid. And your hand feels wet. Look at it.

3 Nails crucifying your mangled palm.


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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor 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.

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

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

A rigid, titanium body, laid into a traditional hickory handle. Subtle rubber grips.

A replaceable steel head - swing it, and it makes a keen noise.

The head spikes out cruelly, seizing and twisting itself into the wood - gripping its fibers closely to itself tighter and tighter - pulling itself into the bricks behind - until it snaps.

And then it lets go, and sidles away with bits of bone and tenderized viscera matted in its head.


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 +5 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

You also gain the following effects:

  • Pin: If you Injure the target with an attack, the target is “pinned” to that location as long as your weapon remains in that spot. The target cannot remove the weapon.

  • 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

This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.

You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

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 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.

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.

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.