Legendary Artifact

Economy Plus

Created and held by Mikey Rayes.
Red shipping crate

From the outside Mikey's shipping container appears to be normal. It measures 8 feet wide, 40 feet long, and 8 and a half feet tall. The back has a securely locked double doors. The Left side of the crate also opens. It can be unlocked and swung upwards to access the crate from the side. Either of these doors are supernaturally locked and can only be opened by Mikey himself. To do so he traces a precise symbol onto the surface of the lock with one of his picks, causing it to spring open.

The inside of the crate opens into a pocket dimension, 5 times larger than it would otherwise be, totaling to 1600 square feet of floor space. The pocket dimension appears as a garage with a concrete floor and steel walls. It is illuminated by a series of tube lights inset to the ceiling. By tracing the same symbol he uses to get in, Mikey is able to open any given section of the wall to either of the doors.


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

Your Shipping Container holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your Shipping Container. They will have access to anything else inside and may attempt to break free, damaging or destroying the Shipping Container in the process.

If your Shipping Container 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.

Community Artifacts

Red white and boom

Created and held by Silas Rhodes.

Shiny exterior with intricate western style carvings


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to government officials are increased by 2 Severity levels.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

  • 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.

Okami-no-Kaiho

Created and held by Ryuunosuke Akutagawa.
An immense warfan that can collapse into a smaller, normal version.

The fan itself is blue with a white cloud pattern running along it's silk. Everytime it expands and collapses, it releases a harmless cloud effect.


This Artifact can be used as a Great Sword/Giant Axe. It is roughly the same size as a Great Sword/Giant Axe but can be collapsed into Normal Fan and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.

wip

Created and held by wip.

wip


Exert your Mind and spend an Action.

You transform into wip for 3 hours. You have access to all of your Powers while you are wip, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: wip

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: True To Heart. If you fail a Trauma roll from your limits, take a Severity 1. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Protect The Innocent. Self-Control to hurt someone who hasn't proven themselves a threat. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

Fly jet

Created and held by Kelcey sataley.
A jet that has different bug type features to it

Flying in the air is the best way she can get comfort being in a little jet makes her feel at home


This Artifact can be used as a jet. It is roughly the same size as a jet but can be collapsed into A little helmet that she made and concealed. Collapsing or expanding it costs a Quick Action.

This jet has flying. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.
  • Flying Solo: Your vehicle cannot have any passengers.

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

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.

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 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.

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.

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.