Legendary Artifact

Bloodstone Pendant

Created and held by Soren Valentine.
The bloodstone pendant features a deep green stone with flecks of red, set in an unassuming filigree.

When activated, the bloodstone pendant radiates a warm crimson light, pulsing rhythmically. Its glow envelops the user, mending wounds and regenerating their tissue.

During a stakeout in Transylvania, Soren confronted a vampire coven led by a local count who wore a powerful bloodstone pendant. After a fierce battle, Soren disarmed Viktor, claiming the pendant. He discovered its healing properties, but learned it was weak to silver.


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

Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Injuries you receive from Silver are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

Community Artifacts

Body and Mind Stabilizing Band-Trade Edition

Created by David Vance, given to Luci Alessi.
Synchronizes a person’s “shell”, the outline of their soul, with their body and now mind (thanks to a necromantic technique for Soul finding that seeks out a more complete version of a person’s “elemental”) to keep them focused. Appears as a metal band bracelet with a human outline shaped hole in it, with a halo having been carved out around the head of the outline. A small maker’s mark on the inner rim reads “in exchange for a healing-DV”

When the band made by the above ritual is worn, it occasionally (every 4 hours or so) briefly flashes a translucent outline of its wielder’s body at peak condition (this is their “elemental”, the shell or outline of their soul), and the wielder is able to focus as if they themselves were at peak condition.

The band captures a person’s elemental, the shell of a person’s soul that is left behind in its movement, according to some of the occultist Helena Blavatsky’s teachings. By briefly redisplaying this shell over the user’s form, the user can synchronize their body with their soul at a healthier time. A necromantic ritual for “soul finding” has recently allowed David to find a more complete version of a person’s elemental, allowing this technique to synchronize a previous healthier mind as well.


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

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

Sturdy bat

Created and held by Isaac.
Your trusty baseball bat, been with you for as long as you can remember

Isaac tosses a baseball up into the air before smacking it with with his bat, sending it flying towards his target, with the damage delt popping up before vanishing. If the attack does no damage or the roll is botched, the attack still hits visually but instead of damage, "missed" pops up.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 50 feet. Roll Brawn + Melee 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.

If the target receives an Injury, they are knocked back 5 * Severity feet.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Chernobogs chess piece

Created and held by Dr Fritz Krieger.
A King chess piece made from ivory but with a black coloration. it originally belonged to Ivan the terrible before he died of a stroke while playing chess. the reason he died was because of a deal that his victims made with the slavic god of death, darkness and misfortune resulting in his death and this chess piece turning from ivory white to pitch black.

the user touches the chess piece and shadows expand from the point of contact and cover the users hand, the user can then swing their arm to fire a pitch black Needle towards their target that disappears on impact.

When using "not quite flying" the users fires the needle and it stays connected to their arm dragging them along with it until it hits its target, during this the user is coated in a faint veil of shadows


This Artifact produces ephemeral projectiles that can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks

You also gain the following effects:

  • 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.

Power Gauntlet

Created by Caleb Baker, given to Kifusuru Shiroi.
A Blocky Gun Metal and Yellow Colored Gauntlet With White Energy Pulsing Through It.

The sound of pistons being turned on. The faint smell of something burning. And then the gauntlet is in your face.


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:

  • Bodyguard: You may use your Reaction or a Desperate Defense to Defend against any Attack where the attacker, target, or line of fire is within 15 feet. If you do so, you may opt to take the Damage from the Attack instead of the target.

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

As the gauntlet starts to glow white As steam radiates out. And with a snap of there fingers a cone of white hexagons covers them from the the attacks of his foes.


Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Intellect + Technology at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. 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.

  • Effects which circumvent Armor completely also circumvent your barrier.

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.

Stock Legendary Artifacts

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 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.

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.

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 +4 Weapon Damage.

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. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • 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 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.