Legendary Artifact

Magician's Gloves

Created and held by Arden Wald.
These gloves are stark white, with each card suit on each finger, minus the thumb. The gloves are made of silk, with black inlaid thread.

As you go to throw something, a card in your hand appears in your hand, ready to be thrown. As it strikes, the card disappears on them, leaving the wound open. In desperate times, you can open your hands to blast a deck of cards from your hands, hitting everyone in front of you.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.

You also gain the following effects:

  • Hail Storm: You may Exert your Mind to make an attack with against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • 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.
  • 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.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • 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.

Community Artifacts

Luster

Created and held by McKenna René.
A red pocket watch, ticking away, turning gray. An eye of a distant god.

The car McKenna purchased, repurposed, and legalized has begun to make noise, a whisper, a Susurration. One day, in their garage, The car had simply disappeared. In its wake was a pocket watch, unopenable, and slowly ticking.
The watch loses its red luster over time, it requires upkeep in a simple form, blood, any blood.
After several jobs, McKenna has decided to fix up the car to suit more dangerous needs.

Off-road tires, Bullet proof windows, Better window blades for her uses, and lifting the body for better maneuverability.
And a GPS.

Augments:
Blue Fungi Hood Ornament
High Powered Waterproof UV Car Headlight

The Hanged Man
-Simon Walker (Contractor)

Bobasaurus
-Hearne Morgan (Contractor)
-Jessica Black
-Rick Lawson
-Dylan Reed
-Ariel Dupont

Shisa nyama mfetu
-Zain Robinson (Contractor)
-Songoma (Witch Doctor)
-Ancient African Demon

Sleepover
-Anastasia "Luck" (Contractor)
-Anastasia Marigold (Contractor)
-Draven Darkwood (Contractor)


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

This NASCAR has a white body with red rims, a few stickers cover the small corners of the body. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.

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.

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

The user watches the pocket watch tick down in a irregular pattern, sharp purple eyes can be seen closing slowly as the dials spin. The user then clicks the winder once the eyes are closed and they burst open with a soft rumble, opening doors and safes with a mere gaze to feed the desires of the user.
In car form, the same is done via the headlights/taillights.

The pocket watch grows in power.
The user feels it watching them in the night, watching their movements, their desires, their pleasures. It studies them.


Spend an Action.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.

  • 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.

Spinning the dial and selecting a flavor allows you to choose someone to speak too. Alive or dead, the call allows you to speak to beings as if they were still alive. Showing their figure and likeness on the clocks face.
When in car, you can access the console inside to speak to them, like taking a phone call.
Any beings that have kissed the watch, bled on the watch, or have been inside the car are able to be contacted from the dead.
Anything granted speech by the watch has their eyes change to purple dragon like eyes. for the duration


Exert your Mind and spend one minute. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their Blood.

The target can communicate in your language for the next hour.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.
  • 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 watch's face starts to contort as one focuses their mind on the watch, pleading with it, asking it for more. The watch will concede its contents and provide you what you ask for, relief.
Blood will coagulate on the face, using surface tension to hold onto the face. All it takes is a lick to see your problems dissipate.


Exert your Mind and spend 1 Action.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.

The user runs the watch over their tongue, allowing for the a link to be created between the user and the call. A spectral mouth appears where the user bites down in the shape of a creature hailing from the crocodylidae family.
In car form, The user can pop the hood for a moment to allow for a spectral bite to escape towards the target.

The call is blind, requiring guidance from an esteemed shepherd.
The call has allowed its shepherd to use its mouth after the trust it has built with its offerings.


Spend an Action. Select a target within 300 feet. Roll Dexterity + Drive 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 2.

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.

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

  • 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 is blessed by The Calls energy. Their eyes shift to the ones its very being used to sense prey, Their ears upper helix has been covered in rough scales with purple/red coloring.

Given to feast, Find more.
I'll never miss that night again.


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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

The Red Watch holds an entity inside, one that craves more, the user however has chosen a different path. They use the entity for their own desires, for better or for worse.
Forced to accept the wishes of its user, it's given the user freedom from its call, allowing the user mental power against any attacks on their mental will.
A spectral crocodile snaps up any incoming mental attacks, and explains its cause into the users ear.


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

You get +0 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.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Reveal Yourself To Me: If you succeed on a Mind resistance roll, you understand who was targeting you and what the intended effect was.

  • 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.

The Call has grown forceful. although it cannot control the user mentally, it attempts to jostle and tug at the user to prevent their injury and increase their ability to acquire new flavors.
In car form, The call morphs and whips the vehicle to allow for increased mobility. Using blood and flesh from the card interior, melding itself and churning for optimal mobility.


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

You may move easily and without a roll in any of the following situations.

  • Land Swimmer: You are able to swim through sand, mud, snow, and other semi-solid materials as long as they are made of loose pieces or are not particularly dense. While doing so, you move at half your normal movement speed.
  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

The user channels their will onto the watch, it clicks open and reveals a bloody mess inside. If the user sticks their eye or eyes inside, their sclera is coated in red.


Exert your Mind and spend an Action.

You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • 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.

McKenna has been chosen, Her name is carved into the Watch.

I have chosen it's Zealot.
There will not be another.
Seek me in the skies.
Beyond the blurry lies.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

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

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: Red Desire: If someone takes an injury, Roll self control, If failed you must check their injury and attempt or request any amount of their blood. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • "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 Watch clicks open, revealing a small gem of crimson, glimmering with accents of void and cosmic energy.
When the user consumes the gem, their body pulses in the same glimmering energy from within as their body reacts to the rush of energy.
Their veins are accented by the energy in a short pulse after consumptions.


Spend an Action. Select a target within arm's reach.

For the next week, your target does not require any food, water, sleep, or air. Any attempts to age your target fail.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Swallowing copious amounts of blood.

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

  • 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 sight, or within range of another sense if more fitting for the Gift's flavor.

Staff of Moses

Created by Crane Albright, given to Stinky Pete.
Exert your mind and spend an action near a source of water. The staff drinks in that water and awakens as a venomous serpent (use the stats of a black mamba) loyal to its awakener. If held to the water, it will quickly drain 5 feet lengthwise of water per round in a straight line across, creating a chasm to the bottom of the body of water of 5ft sections per round which will last for about 5 minutes from the moment of section creation. It looks much like the tales of Moses Parting the Red Sea. The snake will remain awake for 1 minute for each 1 gallon of water consumed this way. The snake can speak, and has the personality of an animal who has been abused by previous owners.

A pendant that upon wearing, will inject nanites into the body through the pores if the pendant doesn't identify nanites in the body. It will generate more nanite and inject them into the until it is sufficient amount

These nanites are special nanites that through advanced research and technology, takes the spot of certain cells. it perfectly recycles the cells within the body, creating what is considered impossible, a infinite energy loop cycle. The pendant acting as a central motherboard. When the pendant is removed, the nanites in the body deactivates.


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

You no longer require any food, water, or sleep in order to survive.

Earrings of destruction

Created and held by Djordje.
onyx black earrings that are shaped like a curcle.

When I start using this artifact, they shake a little and begin glowing in a very dark purple color—noticeable.

When I use this, my arms or legs (depending on which I'm using at the time) become slightly purple. If I kill someone in one attack, I either start bashing their head against the floor or wall until their brains spill out, or I punch them so fast and hard that even after they die, they keep standing because of the force of my blows.


You gain the following benefits as long as Only when someone is tryin to support me in combat., you are wearing this Artifact, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Capture Device 1.0

Created by Blake Celathe, looted by Kurigo "Oz" Osikawa.
A device that seems to just be a giant chest, one that you would normally find in some medieval musem. However, you could only be more wrong!

A large chest sits in front of the person, seemingly for the taking! Upon opening the chest, you realize that those video games were actually right. Teeth, a tongue greet you as it licks up your items, perhaps even threatening you as well! However. With storing your items, it closes back over, perhaps thanking you for the meal. It quickly collaspes into a wallet. As if it wasn't just a hungry monster eating chest. Though, opening the wallet, you can still see some teeth at times!


This Artifact can be used as a container. It is roughly the same size as a Large Metal Banded Wooden Chest but can be collapsed into A Wallet and concealed. Collapsing or expanding it costs a Quick Action.

Your Large Metal Banded Wooden Chest has a normal storage capacity, but can be collapsed down to a pocket-sized version without losing any internal storage. You cannot access the contents while it is collapsed. Objects stored inside weigh their normal amount.

Living things can be stored in your Large Metal Banded Wooden Chest. They will have access to anything else inside and may attempt to break free, damaging or destroying the Large Metal Banded Wooden Chest in the process.

If your Large Metal Banded Wooden Chest is destroyed, things inside may get out, and it will cease to function until it is repaired.

This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

  • There is no cost to use your container.

Pal Sphere

Created and held by Reggin Floda N. Reltih.
conjure an image of a spherical object with a luminescent, pulsating core at its center. The sphere might be adorned with intricate metallic patterns, glowing runes, or circuit-like designs encircling its surface. It could emit a soft, calming light, symbolizing its role as a protector or companion. Depending on the context, it might also have features like mechanical appendages or holographic displays, suggesting its connection to technology or magic.

it might materialize as a humanoid figure with a blend of organic and mechanical features. Imagine a sleek, silver body with elements of armor plating interwoven with synthetic skin. Its eyes could glow with a warm, friendly light, and it might have intricate circuitry patterns visible beneath translucent sections of its body. The Pal's appearance could vary depending on its purpose and the preferences of its summoner. For example, it might have retractable wings for aerial mobility or specialized appendages for various tasks. Overall, it would exude an aura of reliability and companionship, embodying the essence of a loyal ally bound to serve and protect its summoner


Expend a point of Battery and spend an Action. This Effect cannot be used unless I must awake.

Summon a single Pals at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.

  • Attacking: Minions can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

Stock Legendary Artifacts

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 penetration. It cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.

Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.

If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.

Only you may open and close the container. Others can still destroy it to get at the contents

  • There is no cost to use your container.

This Artifact cannot be broken.

This Artifact's creator 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.

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 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 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.

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 +5 Weapon Damage. The target's fully effective

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. This penalty lasts until the armor is repaired.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.