Legendary Artifact

Memories of an Old Lover

Created and held by Doc Henry Holliday.
A golden locket with only a picture, meaning nothing to most, but to me it fuels my power.

When I grab my locket, the injuries of one person are transferred to another.


Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll dexterity + athletics 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 between your two targets:

  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Blisters on the hand where it was grabbed. If they lose possession of this Artifact, the Battle Scar heals over the course of the next 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.

Community Artifacts

Prototype Ether Patch

Created and held by Nikola Luisawicz.
This discreet patch attaches to your side, just above the kidney, with eight shallow needles. It carefully monitors and manages your levels of cortisol (among other hormones and enzymes), keeping your body and mind relaxed in times of crisis.

This discreet patch attaches to your side, just above the kidney, with eight shallow needles. It carefully monitors and manages your levels of cortisol (among other hormones and enzymes), keeping your body and mind relaxed in times of crisis.

While the patch is in use, your movements are visibly sluggish and floaty, and your wounds ooze a clear, syrupy liquid. A blinking light on the patch indicates the amount of stress it's working to mitigate; green for a penalty of 1 or 2, orange for 3 or 4, and red for 5+.


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

Your Stress from Injuries and Mind Damage is reduced to 0.

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: Sedated - You always act last in initiative, except for mobs. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Ray Gun

Created and held by Gary Brown.
Has a lot of buttons

A green beam comes out and multi-colored rings soon after follow and melts anything in its path and suddenly the room gets unexplainably hot.


Expend a point of Battery and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless Must have at least 4 or 5 points in Intellect.. Roll Intellect + 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 1. The target's material Armor is completely ignored.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • You can target yourself if you qualify as a valid target by the other requirements.

Mammoth Killer

Created and held by Amaranth Barclay.
A massive axe hewn out of raw stone, far too heavy to be used by an ordinary person, but more than good enough for Amaranth.

The axe, easily as tall as most men flies through the air spinning like a top as it bisects even large vehicles in twain with ease, and on each impact it rebounds, seeking the blood of the next largest target, the insatiable axe an excellent tool for dealing with the hordes of smaller scavengers that tended to congregate around large predators as much as it deals with the massive beasts in question before returning unerringly to the hand of the wielder, as if it had never been lost in the first place.


This Artifact can be used as a throwing axe. It is roughly at least twice as large as a throwing axe and cannot be concealed on your person or disassembled for storage.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Outcome + 6 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this damage. Attacks

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.
  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Macaron's Guitar

Created and held by Will Johnson.
Macaron may be a EDM producer, but every musician carries a guitar...

A basic Gibson guitar bought by Will after his first big hit


This Artifact has been upgraded.

This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • 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 same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

Surgeons shirt

Created and held by Amanda Kultz.
A green scrub top that acts as normal.

The user yanks on the top and tiny particulates of various diseases stream out toward the target. Thousands of different plagues and illnesses permeate the body and cause the target to wither and runes made of sores form across their chest. The gown makes the shoulder of the wearer weak and prone to dislocation. The diseases will be cleared by a simple red delicious apple, decreeable by reading the runes.


Exert your Mind and spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless the target has hurt anyone. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

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

  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
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 eating a ‘red delicious’ apple.

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

  • 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.
  • This Effect’s symptoms do not stack with themselves on multiple applications.
  • 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.

Stock Legendary Artifacts

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.

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.

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.

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.