Legendary Artifact

Purple Lined USB Drive

Created and held by Kanni.
A capped purple LED lined USB stick with a cartoony and simplified version of Kanni's face on the butt end of it

The USB's Purple LED's glow as it gets charged by the supernatural influence to the mind, absorbing it partially before dispering it into the user.


You gain the following benefits as long as 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.

  • 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.

Community Artifacts

Bracelet of Bliss

Created and held by Edgard Washright III.
A silver bracelet made to fit around Edgard's Right wrist. It fits perfectly.

When activated, a viscous black inky liquid spreads from the bracelet and shoots at the target an imperceptible speed. The liquid envelopes the target and makes them feel drowsy, until they have fallen into a state of sleep paralysis (the target does not fall asleep). When in this state, the target although paralyzed seems to be suffering great mental anguish as they see demonic visions burning their body and if anybody were to get close to the target (within 1 ft) they will hear a faint demonic voices. The target hears dark demonic voices that taunts them and narrates to the them their deepest darkest secrets. In exchange for using this ability, these demonic voices also tell the target of the user's deepest darkest secretes (that the user is a player character - that you cannot die).


Spend an Action. Select a Living or Animate target within 30 feet. Roll Charisma + Influence (6 dice) at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.

Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.

When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target although paralyzed seems to be suffering great mental anguish as they see demonic visions burning their body and if anybody were to get close to the target (within 1 ft) they will hear a faint demonic voice.

This Gift's Cost is capped at 2 and cannot be increased further.

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: Compulsive Liar. 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.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • 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.

Medal of Valor

Created by Issac Norton II, given to David Vance.
A glorious medal proclaiming acts of Valor performed in the name of the Imperial States of America!

While wearing this medal the bearer is protected from harm, unless that harm comes from a Law Enforcement agent. This effect will appear as the flickering image of Norton the First protecting the target from harm


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 Law Enforcement. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

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 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.

Soul and mind rat pendant

Created and held by Gulliver Archer.
Small rat skull attached to a chain

Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day


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

You get +1 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.

  • 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.

E.G.O EQUIPMENT

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

"The carcasses of birds and bugs piled up near the apple. The apple pondered about its existence in the midst of the corpses rotting around it. One day, a branch grew from it. The leaves and branches were already withered and dry, but it continued to grow."

ALL MOVEMENT WITHIN THE VINES ARE INHIBITED TO 15 FT PER TURN, THIS EFFECT CAN BE NULLIFIED WITH SPEED BUFFING EGO.


Exert your Mind and spend an Action. This Effect cannot be used unless both Green Stem EGO are equipped.

You create a hemispherical dome of Green Vines originating at your Location, with a radius of 60 feet. and lasting for 2 hours. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in the following ways:

  • Danger Zone: The zone contains Poisonous Vines. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

You may end this Effect prematurely as a Free Action.

  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Booster boots

Created by Jason Valent, given to Tom Snart.
Red white and blue ski boots with the Valent arms logo

The booster boots are able to create thrust for a limited amount of time. The boots are blue and white and use thruster to stay in the air. In the background you can hear a Dodger's game.


Exert your Mind and spend an Action to activate.

You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, and while it is active, you cannot choose to end the effect early, or come closer than 15 feet to the ground.

  • If something pushes or forces you down towards the ground, your buoyancy will automatically push you back upwards to a height of at least 5 feet off the ground.
  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Stock Legendary Artifacts

The Airship of Solitude

The airship of solitude is an imposing black blimp. While flying through the air, it is regularly struck by lightning, terrifying those below.

This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.

This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

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

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 (6 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.

Winter Fang

A massive bow made of solid ice.

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

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.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • 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.

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.

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 (5 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.