Legendary Artifact

The Bedside Manner

Created and held by Abigail Castodon.
An ordinary looking stainless steel Stethoscope with blue rubber casings for the ear inserts.

Donning the Stethoscope a soft light emanates around it. Placing the bell against the patient emits a transfer of light and knowledge that streams into patient and quickly attempts to remedy any issues that affect the body.

When channeled through a life saving artifact such as "The Bedside Manner", "Wisdom's Embrace" can make quick work of even the most grievous injuries and other maladies. Utilizing the knowledge to undertake treatment and surgery as pure energy, the wearer can convert this knowledge directly into result at a rapid pace by applying it on a sub-atomic level to either revert form or to mend anew. "I Can Save Them allows the user to draw any and all medical knowledge they have have witnessed, even at a cursory glace from the recesses of their memory. Causing that knowledge to be available for use by "Wisdom's Embrace" rather than the user having to recall such details manually. In the right hands, such a potent combination can mean the difference between life and death many times over.


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:

  • In-Network Coverage: Any rolls to provide medical treatment to non-humans, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.
  • Surgeon Extraordinaire: You may perform any mundane surgery in at most 5 minutes without inflicting or worsening an Injury, and recovery time is reduced to an hour.

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

Community Artifacts

Radiant Sword

Created and held by the bug.
An angelic blade tinged with blue fire, the trademark of the Bug.

A weapon granted this power bursts into flame, though as does the wielder's eye.


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 5 Weapon Damage. The target's fully effective

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Lost Eye. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

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.

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.
  • Lasersaber: Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 2 Actions for material demolishable with a crowbar or sledgehammer, and 5 Actions for other materials (like steel).
  • 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.

Hammer

Created and held by Dylan 'Dill' Parker.
A beat up shotgun covered in dents and scratch marks from tiny claws

The shotgun almost shudders with anticipation at the thought of spilling rodent blood.


This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to rats and ratlike entities are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.

  • 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.

Nanite Factory Bracelet

Created and held by Crane Albright.
A metallic Bracelet that has the same tone and color of Albright skin. Though, it seems to have some kind of lining that seems electronical in nature

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. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

A little electronic ball, when taken out and placed on an object, the ball uses the body energy to create a infinite cycle of feed for the nanites. Which will spread out from the ball and repair the object. On the flipside though, if it detects the object is in full working function, just missing fuel, it will absorb gravitational energy waves and latent signals, such as radio signals, xrays, UV rays, etc and turn it into a source of fuel for the machine. Though due to such exposure and change, the nanites within the machine will die out in 24 hours, requiring a re-establishment.


Exert your Mind and spend 60 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.

If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • 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.

Blacksmiths Artifacts

Created and held by Henry Avery.
A collection of magic items made by a blacksmith

A small snake keychain made out of steel, and inlaid with copper. Upon looking closer it resembles the world snake.

If the user of the keychain focus, and maintains that focus, they can pick up on heat signatures.

Some of the cooler snakes in this world do in fact have heat vision. Jörmangandr, the world serpent, is one of these cool snakes.

Disclaimer: picture is not mine, belongs to Saulforged. He is a pretty cool blacksmith on instagram.


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

Your senses are enhanced in the following way.

  • Thermal: You are able to "see" heat signatures within your line of sight.

Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

A plain looking gold ring, with a hidden inscription that glows under the light of fire. The inscription is in old Norse, but reads: One Ring to Rule them All, and in the Darkness, Bind Them. Upon slipping on the ring they will turn completely invisible.

Curse of the Ring: When in danger or an uncomfortable situation, roll truama to resist putting the ring on and running away. If you try to get rid of the ring, also roll trauma.


You gain the following benefits as long as 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.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

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: Curse of the Ring. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Duelist's Gloves

Created and held by Tam Starling.
A pair of pure black leather gloves that extend up to the elbow. They look well-worn and well cared for, and have a velvet inner lining.

Tam lets out a breath, staring into the blade. It was okay.

And then it presses in. It doesn't hurt - much - but it does, some...


Expend a point of Battery to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Melee at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A blade pressing in the ocular canal, pressing into the brain. The target is left with a highly bloodshot eye.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Tam has levitated herself enough that she's learned how 'fling' herself though the air, at a significant rate of speed and control. Once she gets into the routine of doing it, she can keep it going for a couple of hours. It hurts her head a lot getting going to begin with, though, and her gloves are somewhat of a comfort for her. Difficult to focus without them.


Expend a point of Battery and spend a Free Action. 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. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Tam has lined the gloves with a psionicly active material - the gloves glow a purplish glow when in use, but she can feel them from whatever distance. And pull them to her.


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.

The gloves glow softly, and translucent blades form, gently piercing into the target's head. They move inside, cutting free glossmer thin thoughts, which Tam can analyze.


Expend a point of Battery and spend an Action. Select an Animate target within arm's reach 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. You must maintain Concentration while the effect is active. Roll Intellect + Melee at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.

You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question you ask and memory you replay takes a single Round to read.

You may read memories that the target has forgotten.

  • 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.

Tam considers the object, stroking it gently. Over the next minute, she examines it from all directions, making mental deductions from the smallest observations. The gloves glow softly, little rivlets of psionic energy running along them during it.


Exert your Mind and spend a minute. Select a target Object within arm's reach. This Effect cannot be used unless Advanced Analysis is active. 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. At the end of your investigation, roll Intellect + Investigation 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 receive a visual description of the surrounding area, allowing you to discern where this object has recently been.
  • You receive a visual description telling you who has used this object recently.
  • You may learn how much sentimental value an object has and to whom.
The quality and specificity of information gained depends on your Outcome.

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.

Tam lets out a breath, kneels, and closes her eyes. A wave of psionic energy washes out from her gloves, travelling a few feet over the ground before fading away.


Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must use up adderall in order to activate this Effect. 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. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You choose a specific type of event and receive a vision of the last time it occurred here.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area 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.

Tam's gloves, saturated with psionic energy, glow purple for a moment as the user begins to go though the motions engraved in it. And one's mind opens, touching everyone around them. And they are Judged, and one shall know their sins.


Exert your Mind and spend two Actions performing the following ritual: Going though a swordswoman's kata. This Effect cannot be used unless Advanced Analysis is active. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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.

You automatically detect all criminals within 10 miles 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.

You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.

You receive a common name for each being you detect.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

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 Skeleton Key

At first glance, this appears to be a standard, modern house key made of ivory. A close observer might compliment its skull-shaped head or usual material. No one would suspect it to be one of the Thief's most prized possessions: The Skeleton Key.

Spend an Action.

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

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • 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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.

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.