Legendary Artifact

Talons MK. 1

Created and held by Simmy.
A pair of steel prosthetics for humanoid feet that allow the wearer to have four-pronged talons like a bird.

You kick the talons at your enemy, discharging a blast of concussive force. Shotgun shells are automatically discharged from the talons after particularly powerful blows. When grappling, the talons clamp around her targets body and squeeze them.

Simmy made this artifact in an adrenaline-fueled fugue state after her very first mission. She could not replicate it if she tried without a similar surge of divine inspiration.

The inner workings do not simply clamp over the wearer's boots, that would be far too imprecise. It instead has a portion which opens up to recieve the bare foot, and also includes seperate input plate at the toes which allows the wearer to clamp the talon closed at will and even discharge one of it's signature concussive blasts all only through toe inputs.

Simmy is anticipating having a lot of foot jokes made at her expense because of this and is not very happy about that. Still, this is the sort of breakthrough she's been looking for in her technological struggles, even if it's only the very first step. (Ha, step.)


You gain the following benefits as long as 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:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Artifacts

Old fashioned addiction's

Created and held by Hanz Hancock.
A simple pocket sized iron smoking pipe,which a necklace string attached to it.

First he shoves up a amount of tabbaco on artifact,he takes a breath in.
And the let the smoke out.

In a blink of an eye he makes an all out sprint and before the smoke has chance to fade away,he is already miles away.


Exert your Mind and spend an Action. You must use up tabbaco in order to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.

Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • 150 feet/Round is approximately 33 mph.
  • 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.

Tin Foil Hat

Created by Murdoch, given to Juan Garcia.
This hat has an interior carefully lined with tinfoil, copper wires, & bits of turquoise & oregonite.

No one fashions a Tin Foil Hat like Old Man Murdock! Has bits of Oregonite in there too, don't-ya-know??? Typically a straw cowboy hat, but other models are possible.

Conspiracy Theorist: Every time you are told a Conspiracy Theory, you must make a Trauma roll to not believe it implicitly. Effect persists up to a month after removing the hat.


You gain the following benefits as long as 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:

  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • 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.

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

  • 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.

Járngreipr

Created by Josaphine Rose, looted by Cole Richter.
a pair of steel gauntlets with leather as a first layer with damascus plates and armguards

The user feels slightly more capable of performing feats of combat they could previously not imagine. The observers note that the user has their eyes completely set on them and will kill them


You gain the following benefits as long as 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 +2 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:

  • Fight Circle: Only one opponent may engage you at melee range each Round.
  • 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.

  • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Long-barreled revolver

Created and held by "Pepe".
It looks like a normal revolver with an extremely long barrel

The clown takes aim at a target with his peculiar gun. When he pulls the triger, a bullet doesn´t come out. Instead, what comes out is a flag with the word "bang" on it. The experience may scar the victims mind and leave them traumatised.


Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. This Effect cannot be used unless The target looks at the gun while it is firing. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • 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.

Pocket Pump-Action

Created and held by Darnell Whinston.
A sleek steel Mossberg 500 Modernized to compact into a tiny hand held button.

The user would click on the button as in the blink of an eye the seemingly harmless laser pointer transforms into a Mossberg through a process that can only be described as a sudden flash. Now the user armed with an Enhanced Mossberg 500 can blast holes through his victims much easier than Normal.


This Artifact can be used as a Shotgun. It is roughly the same size as a Shotgun but can be collapsed into A small laser pointer shaped item with a button on one end. and concealed. Collapsing or expanding it costs a Free Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: The Users face has a quarter of it missing. Appearing as if it was blown off by a shotgun yet somehow seared over. This doesn’t inhibit the user physically but the initial creation of this scar was rather painful.. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.

Stock Legendary Artifacts

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 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.

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.

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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.