Legendary Artifact

Judgment maker

Created and held by Carter Barden.
Double barrel shotgun that looks like it is corrupted with old skin mold that wraps around the handle and two blackish red barrels come out of the top

The gun directly looks like a two barreled shotgun, but it is smaller than two barrel shotgun. It is a one-handed double barrel, and it is able to be held in one hand when he doesn’t want it to be exposed he can turn it into a red and black and white gambling chip, red and black checkered sides and the center is white with a devil on the front of it and the bullets that he shoots are these brown with golden shotgun shells, and when he loads them in, he can shoot but the shotgun shells are only for looks and for show he can shoot infinite bullets, and when he shoots the bullets, they are these tiny red buck shot pellets that center on one target


This Artifact can be used as a shotgun. It is roughly the same size as a shotgun but can be collapsed into gambling chip 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:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.

  • 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

Mammon's ring

Created and held by Sam Lord.
A ruby encrusted ring

As the contract is verbally stated the caster's eyes glow red and their teeth are turned serrated.


You must use up 100$ dollars in order to activate this Effect.

You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must touch me to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

New members badge

Created and held by Santano Nico Louise.
Thank you for Joining the B.A.C.A.

Having the badge means, having a responsibility, which you have accepted by taking the badge. Not having it on you as you sleep fills your nights with dread.

A tear rolls down their face, as they think about all the children in need. They feel a warm feeling in their chest, as the badge appears in their hand or right next to them.

We gotta do it for the kids man!


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.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from 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.

You hold the artifact in front of the injury before saying:”Listen to me”. The artifact glows as the person using it does a pep talk to convince the other person to push thought and that everything will be alright.

They Target sees visions of all the children in need and suffering, which for some is too much to bare.

“Knowing, that there is someone who believes in you, is sometimes all that you need”.


Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence (9 dice) 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.

  • 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.

Drunkard's Shin

Created and held by Cody Moore.
rusted metallic right leg, green accents.

A rusted metallic right leg, with green accents along the shin and calf resembling that of veins. An opening along the calf muscle allows for insertion of an alcoholic beverage. When inserted, the green accents along the leg glow a vibrant neon colour, returning to their dim counterpart when the alcoholic fuel is fully depleted.


Exert your Mind (unless you win a coin flip) and spend a Free Action. You must use up alcohol in order to activate this Effect.

You can run at four times your normal movement speed for the next hour.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Choker of the reality-warper

Created by Gabriel Faraday, looted by Morric Walker.
Currently At home.
A simple choker that contains the ability of a powerful reality-warper however most of its power is currently sealed

By pulling at the threads of reality you can move things with your mind, a faint silvery glow can be seen on the choker and on the target (they do not connect).

The battle scars are because the body is not adapted warping reality

The nightmares are caused by the strain on the subconscious mind when it is not natively their


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

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects. Unarmed Mastery does not apply.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 2 total objects at the same time.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Enervated. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nightmares. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

No outward physical effect other than those already associated with Pull the Strings of Reality.

Manifested after some of the ancient reality-warper's power leaked out of the artifact and increased its combat power


You gain the following benefits as long as you only use it with Weapons controlled by your telekinesis, you are wearing this Artifact, and you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in your firearm’s range using your firearm. Defending this way still costs a Reaction.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons deal +3 Weapon Damage.
  • Nobody Tosses A Dwarf: Anything you can lift, you can throw a normal distance. Any encumbrance penalty applies to this roll.

Iryna's New Turn Coat

Created by Leon Vanderblight, looted by Archetype.
A long black trench coat with the image of a nine tailed fox woven into the inner structure and a hood for the rain.

The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered. The jacket allows you to use the senses of the creature attached to the object and in turn channel magic through its senses.


Exert your Mind and spend an Action to activate. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

You may only use this Effect once per 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.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Any targets visible via your ward 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.

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Legendary Artifacts

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 (9 dice) 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.

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.

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.

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 (2 dice) 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.