Legendary Artifact

Veteran's Jacket

Created and held by Hupert O'driscril.
A Vietnam veterans jacket with all sorts of patches and medals.

A Veteran's jacket that seems to catch or deflect an incoming attack with a ghostly hand, protecting the last member of the 7th Reconnaissance Division for Royal Army Service, Spectre Company.


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. Called Shots may circumvent your Armor, depending on its coverage.

Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

Community Artifacts

Dr.Schmekelmeister's Brain chip

Created and held by Dr. Schmekelmeister.
A golden brainchip that is implanted within Dr.Schmekelmeister's skull.

Whenever Schmekelmeister uses his LASRS-FROM-MY-FACEINATOR, he keeps his head steady and lets out an extremely powerful laserbeam from his eyes.


Spend an Action. Select a target within 300 feet. Roll Intellect + Technology 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 4.

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.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Whenever Dr.Schmekelmeister uses his LASERS-FROM-MY-FACEINATOR, people witnessing it will be immediately flooded with horrific false memories that are all correlated to stuff that has happened in Schmekelmeister's childhood.

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

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

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Whenever Schmekelmeister uses the NO TAKE BACKSIES (inator), a horde of nanomachines erupt from his ears and begin working on knitting the injuries he had on himself and attempting to replicate the same injuries on a nearby sapient target. If he is attempting to transfer mental traumas and mind damage, some nanomachines will charge on Schmekelmeister's brainchip for about a second before full sending it for the target's brain. Once they have reached the target's brain, they will implant all of the mind damages/selected traumas via a forcefully implanted brainchip.


Exert your Mind and spend an Action. Select a Sapient target within 80 feet. 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. If a target does not consent to the transfer, you must roll Intellect, Technology at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again on the same target for the next day.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Whenever Schmekelmeister uses this ability, a horde of nanomachines erupt from his ears and begin to coldly and efficiently seal up Schmekelmeister's wounds (both physical and mental) without a care in the world about how messy and painful the process might be.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 all important walkie talkie!

Created and held by Captain Ten Zero.
This hand held radio has a couple extra built in features. Interacting with them by themselves doesn't seem to do anything. Maybe it's part of a larger system?

After the death of the most promising Zeta unit, Zeta 9, the program was retooled. Mass production became the main focus. After all, quantity is a quality all of it's own. The Zeta units are a mass produced combat android rarely seen on the battlefield. These special units have been modified to be launched from the Dawn Hammer in specialized drop pods from the roof of the vehicle.

These drop pods have been tuned to emit a haunting whistling sound as they fly through the air to the requested destination. When the Zeta units steps out of the pod, it's shrouded in a fog as the hydraulics that absorbed the impact release the pressure, making for a dramatic entrance, which is only amplified by the menacing appearance of the android.


Expend a point of Battery and spend an Action. This Effect cannot be used unless The Dawn Hammer must have access to the open sky. and The Dawn Hammer must be in Vehicle Mode for at least one turn. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The drop pod debris strikes the contractor, dealing a sev 4 injury and knocking down the contractor over..

Summon up to 3 Sapient Mass Produced Combat Android 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 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 Firearms Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 3 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.
  • 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. Your minion is able to Medical 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 obviously Alien to any observer.

  • 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.

Holding the button and speaking into this device causes The Dawn Hammer, to have several artillery guns fold out of the top. The guns then aim at the requested location and opens fire. Several high explosive rounds fly towards the target.


Expend a point of Battery and spend two Actions performing the following ritual: Activating and speaking coordinates into the radio.. Select a Location within 40 feet. This Effect cannot be used unless the Dawn Hammer must be in vehicle form for at least one round and The Dawn Hammer must have access to the sky.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Perception + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 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.

E.G.O EQUIPMENT

Created and held by Rei.
"Report to the Storage Room"

"The otherwise sleek coat is covered with bloodstains of an unknown origin.
Some employees may brag about the bloodstain as a symbol of courage, but it has been there since the archetype was extracted. Perhaps it is the commemoration of all the tragedies of the past and the future.

People used to be afraid of machines in the beginning, but a mechanical rebellion soon became a myth of the past in our world."


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 WHITE 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.

"The sharp sawtooth of the grinder makes a clean cut through its enemy. Its operation is simple and straightforward, but that doesn't necessarily make it easy to wield.
As machines have no morals of their own, there was no clear boundary between good and evil. This disregard for value is precisely reflected by the weapon’s reliable dicing force.

People used to be afraid of machines in the beginning, but a mechanical rebellion soon became a myth of the past in our world."


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

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

You also gain the following effects:

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

Finger of Granite

Created and held by Felix Law.
Currently Lost.
A prosthetic ring finger, fixed tightly to the right hand.

The Progeny

2

Mimic's Bow

Created and held by Abbas Oliver Serna.
A bow made with the remains of a mimic, forged into the shape of a charm. Looks like a holy cross

A weapon made with the remains of a mimic, allowing it to change its shape at the command of the user. The bow has been blessed properly and has been strung with the intent of injuring and hunting cryptids and creatures that devour the flesh of man. Yet in exchange, the user will find themselves slowly becoming the very thing they hunt.


This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Bracelet Charm and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

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: disfiguring. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.

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: Defender of Natural order - Whenever a predatory species that doesn't belong to this enviroment is discovered, roll self control to not seek to kill said creature. 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 Man Eater's are increased by 2 Severity levels.
  • Not Quite Flying: You may Exert your Mind and use up your Movement to “follow” any attack using this weapon, traveling right next to its point of impact.
  • 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

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

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.

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.

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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.

Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

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). Your target should be intuitively based on the triggering event. 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.