Legendary Artifact

Eye of a Crone

Created and held by Momma Ettu.
Appears to be human eye, yellowed from age and 'whited over', long dead.

Momma Ettu pulls out the artifact, holding it gently in her palm, as she mumbles oy, it was a near miss... Staring at the eye, she reaches out into the air to grasp something unseen. it doesn't look different from a mime and his invisible rope, leading to the target if it weren't for the eye flicking around in her palm, as if looking around quickly before guiding Ettu do her goal.
She visibly grabs the invisible string, and aims it at the person- manipulating the strings of fate that link the injury to the target's 'destiny'.


Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Perception + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose a single instance of one of the following to transfer between your two targets:

  • Up to 3 points of an Attribute. Lasts 2 hours. The giver suffers a penalty of up to -3 dice to all rolls using that Attribute, capped at their rating. The receiver gets the same dice as a bonus to all rolls using the Attribute.
  • A single Power. Lasts two hours. You cannot transfer this Power.
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next day.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

  • Transferred Attribute ratings do NOT affect Body or Mind scores but DO affect Body and Mind rolls if a relevant Attribute has been drained, as well as encumbrance, movement, and other mechanics related to the Attribute in question. Dice bonuses and penalties from multiple activations do not stack.
  • 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.

Community Artifacts

Ricter’s Band of Body and Mind Stabilization

Created by David Vance, given to Ricter Casenger.
Body and Mind Stabilizing Band: 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: “For the bearer of a healer’s grace, may they always be healthy themselves”

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.

Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, tuned together and strapped to her wrist. She turns it on and sweeps the area, tuning it to the latent radiation around her to find the places where it’s most disturbed. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.


Exert your Mind and spend one minute.

You automatically detect all sources of major environmental contamination and weapons of mass destruction within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

Even if there are no sources of major environmental contamination or weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

  • This includes any objects that come into range during activation.

Attorneys Holdings

Created and held by Bankston Battle.
Its a briefcase

Bankston Talks casually as he reaches into his briefcase and pulls out the requested documents just in time.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a Attorney Briefcase but can be collapsed into D.A. Badge 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.

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

Bankston unfurls a stack of legal documents, meticulously scribing upon them. he employs strategic gestures with his D.A. badge, leveraging the inherent recognition of authority that transcends all sentient beings. he keeps his badge clipped to the front of his suit.


Exert your Mind and spend one minute. You must use up Legal documents in order to activate this Effect.

You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

While active, you may choose to use glib tongue. When you do, anything you say (even gibberish) will be exactly what the target wants to hear. You gain no understanding of what that might be.

If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.

  • 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.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

Bankston pulls out a Tufft of werewolf fur and places his D.A. Badge in front of him. as he lays out the terms of the deal the tufft of fur fuses with the binding agreement leaving the document closer to a wolf skin. when this power is being used through devices like computers the entire device becomes furred as they view the binding document. when penalties are being applied a ghostly Black Large blind folded Dire wolf applies what penalties is appropriate.


You must use up Tufft of Werewolf fur in order to activate this Effect.

You may make an oath with any number of Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must sign the contract. to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

The targets may be at any range, but you must still be able to communicate the terms to them, and they must be able to sign the contract..

Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.

It is obvious to your targets that the oath you are proposing will be supernaturally enforced.

  • All Oaths must have at least two participants.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Bankston gathers up a group together for a mock trail while brandishing his D.A. badge, every one who participates is put through the act of having to defend there traumas and explain why its apart of who they are. while the others act as the prosecution/Jury launching arguments as too why that really not who they are. eventually Bankston will call for recess and the group will grab some food and relax.


Exert your Mind to activate. Select a Living target within arm's reach. 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 + Influence 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.

You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.

  • 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.

Bankston drafts up a through case file with his legal documents and holds his glowing DA badge up to the object in question and demands for it to answer his court summons. after which some for of spiritual representation of the item will appear as well as a judge allowing for Bankstown to hold a small trail in order to sue over damages. if done correctly the objects spirit will disappear and promptly repair its self as legally mandated.


Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. You must use up Legal documents in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Culture 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.

  • 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.

S.I.M.P.S Radio Contact System

Created and held by Sir Doctor Bartholomule Count.
A radio like object, it has a sling so it fits like a one armed backpack. He keeps it in his medical bag and the item is a small metal radio.

These are the battle versions, they do not possess medical abilities. They are only supposed to kill any threat in the area to allow civilians to be healed by the heal troopers. Of course, I have no need for heal troopers in the field with me, though battle troopers will be extremely helpful. Their cold nature is due to the fact they only talk to their superiors, patients, and heal troopers and the creation of these soldiers. The origin of these troopers goes as follows. These fine specimen are clones, genetic clones of a former American Marine. This Marine was killed so a new donor is being located at the moment, the technology to make these troopers was a combined effort, with the genetic work being done by yours truly.

"Organizations like 'Doctors without borders' are honorable, they treat those without proper medical systems. But what about active battlefields? What doctor, can run out and fix up and save a civilian? These are not battle medics, they will not heal any soldiers without orders, they have one job. To fix any civilian casualty, and to neutralize any threat."

They uniform:
https://imgur.com/a/P6PHyFK


Exert your Mind and spend one minute to activate.

Summon a single S.I.M.P.S B.A.T (Battle Agent Trooper) 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 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.

You may only use this Effect once per day.

Tiny Clown Car

Created and held by Philip Montegue (AKA Bumble the Clown).
Currently At home.
A tiny clown car that can fit a single driver.

Clown Crew

1

Stock Legendary Artifacts

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 +4 Weapon Damage. The target's Armor is fully effective against this 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.

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 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.

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). 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.

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.