Legendary Artifact

Endles RED Cloak

Created and held by Jack.
RED CLOAK

, BJH,HJ,


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 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.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • 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.

Community Artifacts

S&W .55 Revolver

Created and held by Charles Landwick (Sherlock).
A Revolver that seems almost as if it feeds off the user mind, holding it makes one feel as if it just connected to their brain.

A gun that has been fed and used with telekinesis for so long it has gained its own life. Feeding off the user mind. The gun can simulate other weapons by base and uses its own telekinesis to fire off psychic bullets.


This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.Unless Must be enhanced/used with Telekinesis, this Artifact behaves as its mundane counterpart.

Attack by rolling Ninja + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.

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.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • Silencer: The report of any shots you fire may be made silent at will.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Spear of the Hunter

Created and held by Wolf.
Currently Destroyed.
a spear made of bone, covered in Feathers and Teeth

Clown PEZ Dispenser

Created and held by Remus Zigadenus.
A seemingly mundane PEZ dispenser with the rather disturbing head of a clown, with five plastic red noses compressed tightly inside of its internals. After enough time has passed, its contents seem to regenerate on their own.

Remus sprouted his Sticky Hand from the stump of his right wrist, now the only arm of his that remained, and spent quite some time fiddling with the button at the back of the PEZ dispenser — eventually managing to pry its plastic contents free of the container with great difficulty. Instinctively knowing to swallow the clown nose, a new arm burst forth, painted bone white and budding with freshly grown red noses.

In case it wasn't obvious from the Visual Description, Clownflesh essentially describes white clown paint and additional red noses growing from large and flat sections of regrown flesh.


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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the rapid vine-like growth of unnatural pale flesh budding with red noses like berries.

Healing a Battle Scar in this way leaves behind Clownflesh on the target which cannot be healed.

  • 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.

Rah'Zayr

Created and held by Leonard Alean.
A symbiotic mana-crystalline growth located around the spinal cord.

Leonard surges forward, as his back jerks upwards. In a flurry of mana particles and bloody red, crystalline shards begin to tear themselves free. Soon after, following the emergence of its extensions, the Guardian raises its primary body, in a gruesome display of warping its physical form outside of its host. Almost as if his spine were the entity itself, the Guardian would fully tear itself out his back, arching out its enormous crystalline 'limbs', as it stretches out several meters, taking careful guard behind its host.

The guardian is a mana symbiote long forgotten by history, almost all knowledge having been lost to the careful work of the Sabisians. The rare few scholars that still hold existing records of these beings believe them to long be extinct, lost to mana wars passed long since and the Sabisian incursion.

While in its docile state, the Guardian appears as a crystalline growth connected directly to its hosts nervous system through the spinal cord, easily being visible to the naked eye underneath the skin, alongside visible patches of mana-crystalline material left in patches above the skin containing it. While in its docile form, the guardian remains in a sort of dormant state, co-existing with its host and feeding off of its body.

During its active phase, the Guardian appears to burst out of body of its host. Despite this appearance, this process is all but a trick of the eyes, in reality being no more than an energy transference as the Guardian takes form, leaving behind no actual wounds on the host's body. The crystalline being seen during its active phase is not in reality the entity's true form, that being the crystaline growth located inside the host. Henceforth, destroying the active entity does little but return it back into its primary shell, where it can recover.

In appearance, during the active phase, the Guardian is a large, several meters tall crystalline biomechanical creature. It is composed of a long lanky crystalline 'spine' flanked by long sharpened shards that it uses to strike at the enemy or otherwise carry out its commands. When out of range, it uses a head-like appendage, which it can seemingly use to see, to fire a directed burst of energy.

The Guardian forms a bond with its host during the symbiotic period, carrying out their commands on its own free will, in exchange, the host provides it safety and nutrition.


Exert your Mind and spend an Action to activate.

Summon a single Guardian at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

Minions have 6 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The guardian 'tears' itself out of the hosts back.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Crystalline-mineral growth around the spine. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Angelic Bracer

Created by Vel, given to Jimmy Rockman.
A bracer with a mixed symbol of a Caduceus and Asclepius. The wings of the Caduceus are angelic and each snake has a small golden halo. The snakes twin around two parallel rods. One has both wrapped around, one has one. The the one wrapped around both has emerald eyes, which are touched to activate the cleansing effect. Part of Jimmys angelic form uniform

This artifact is a Caduceus fashioned into a small necklace, or bracer. The person wearing it moves confidently and automatically when performing medical operations.

This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.

This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- medical textbooks
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.


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

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as you are performing emergency medicine.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

The rod glows with green light, and the participant being targeted glows the same color. The energy has some kick back, causing a shadow of the harm of the poison on the wielder of the rod.

The rod is burns with purifying energy that drives the malady from the target. It draws from the symbol of the Asclepius.

This rod was made by a ritual focused on the symbol of the Asclepius, and experimenting with it. Vaccines, anti-virals, stories of miracle cures were all part of the creation process.


Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • 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.
  • 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.

Stock Legendary Artifacts

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.

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.

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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

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.
  • This Effect’s Armor rating cannot be increased by any other Effects.

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.

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.