Legendary Artifact

Asphyxia’s Cannister

Created and held by Asphyxia (Vitus Occhipinti).
A large metal chemical cannister attatched with a long cord and spray nozzle.

Using whatever horrid chemical mix Asphyxia is holding within the cannister, he sprays it upon a target.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 45 feet. You must use up Chemical fuel in order to activate this Effect. Roll Intellect + Medicine 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.

Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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.

  • 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

Bone Stick-and-poke Kit

Created by Gull Le'garde, given to BETH☠️METAL.
A set of bone needles that emerged from Gull's skin 5 years after his original tattoos.

Off-white needles made of bone, dripping ink that seems to leap off the tip of the needles. The augmenting process is mostly preparation, thoroughly sterilizing the area and discussing what animal effectively represents the desired effect, before touching the needle to the recipient's skin. After this, the discussed tattoo appears instantly.

5 years after Gull's encounter with that tattoo kit, a new one fell out of his skin. This kit is made of bones, and Gull knows they're his.


Spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

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

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • 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 needle from Gull's tattoo kit seems to pull scar tissue off of skin and turn it to ink, using the flesh-ink to mend the scars.


Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect.

  • 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 Dream Journal

Created and held by Camilla Wright.
A high-quality, hard-cover journal. Its intricately patterned surface is covered in a paper cover reading: "Musings, Dreams, Aspirations." along with contact information on the inside. Despite its relatively compact size and how many pages have already been filled, there always seems to be just enough space for another entry.

The user writes in the journal using a writing implement that has been fully doused in a bottle of ink, manifesting a connection between their dreams and a target. As they do so, wisps of otherworldly color momentarily surround the target, beckoning them to fall into the dream. When they do so, they are enveloped into a dream world of the user's choosing, where a version of themselves exists as a guide for the target.


Exert your Mind (unless the target is already drowsy) and spend an Action. Select a single Living or Animate target or a Location within 300 feet. If you select a Location, all Living or Animate targets within 20 feet of the chosen Location, besides yourself, are affected. You must use up a bottle of ink in order to activate this Effect. Roll Charisma + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, affected targets becomes drowsy for the next 30 minutes, 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 hours.

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.

You may determine the content of an affected target's dreams while they are asleep, but they must 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. By maintaining Concentration, you may enter their dreams and converse with them directly.

When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.

The target can be compelled to take physical actions and use their senses by other Effects, and they will still remain asleep throughout. If this occurs, they will be obviously sleepwalking to anyone who observes 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.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tortured Poet: Your vitality is sapped by the journal, amplifying any pain you feel. Any Stress from your Body score is multiplied by 2. Hurt becomes -2, Wounded becomes -4, Maimed becomes -8, etc., Hand Of The Author: Writing in the dream journal has taken its toll over time. Called shots against your left hand do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage., and Day Dreamer: (You suffer a form of minor narcolepsy, as the dream journal beckons. Every hour, if you do not rest for at least thirty minutes, roll Mind at Difficulty 7. On a failure, you become drowsy and suffer a -2 dice penalty until you rest. If you fail this check again without resting or botch, you fall asleep. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
  • 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.

The user rips out a page from the journal which animates and protects them. The page is surrounded by an ethereal, dreamy mist which absorbs the power of incoming damage and sends it back in an intensified light.


Exert your Mind and spend an Action or Reaction. Roll Charisma + Culture at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.

The user can manipulate people through weaving a story for them in the dream journal. To begin, the user douses their writing utensil of choice (such as their pen, quill, or finger) into a bottle of ink, which is then absorbed into it. Afterwards, they can spend a minute writing into the pages of the journal that creates a suggestion for a target, which they must communicate by the end.


Exert your Mind (unless the target is asleep) and spend one minute. Select a Sapient target within 20 feet. You must use up a bottle of ink in order to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Culture at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Abstract Goal: You command can be general or abstract, leaving the details of how your target achieves it up to them. (e.g. “crash your company's stock price" or "help me find the nearest vampire.")
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.

By sparking conversation while holding the journal, the user is able to ascertain a mystical insight into the target's inner dreams. While talking, the user subconsciously interprets the information by writing in the journal, using a utensil that has been imbued with a full bottle of ink.


Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. You must use up a bottle of ink in order to activate this Effect. At the end of your investigation, roll Charisma + Culture at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent. You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.
  • You learn where the target sleeps, how long they tend to sleep each night, whether or not they have nightmares, and what their nightmares tend to be about.
  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.

The quality and specificity of information gained depends on your Outcome.

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

You cannot investigate the same target more than once 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.

Infused with the dreams, imaginations, and aspirations of the user, the journal maintains its binding, pages, and words no matter what damage it receives. Moreover, its connection to the user's dreams allow for them to manifest the journal no matter where they are.

Intended Use: Creative Writing


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.

  • "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.

Rocinante

Created and held by Don Quixote.
A pair of raggedy old shoes

Aura


Exert your Mind and spend an Action.

You transform into Bloodfiend for 3 hours. You have access to all of your Powers while you are Bloodfiend, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, and your Charisma is increased by 3. Your Stress is reduced by 2.

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see guttural and brutal transformation into a bloodfiend of the second kindred.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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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.

Non-Bloodfiends cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.

Anyone but this Artifact's true owner must Exert their Mind to wear this Artifact or activate any of its Effects.

This Artifact's true owner is always aware of the direction and distance to this Artifact.

If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.

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.

Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.

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.

  • The Artifact can fly at a maximum speed of 100 feet per Round and only towards its true owner. This does not grant the Artifact its own Action or Reaction, and it moves at the same time as its true owner’s Movement.
  • "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.

Finger of Flint

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

The Progeny

2

The Blade of Vulkan

Created and held by Vulkan.

The blade has only begun to reach its full potential, but this giant sword is still powerful. Its blade is an orange crystal, imbued with the power of fire. When it comes into contact with a metal object, that object rapidly begins to heat.


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

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's fully effective

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • 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. This penalty lasts until the armor is repaired.

  • 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.

Stock Legendary Artifacts

Lightning Bracers

A pair of bronze bracelets that glow with golden energy.

This Artifact produces ephemeral projectiles that can be used as a javelin.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

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.
  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • 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 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 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.

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.