Legendary Artifact

Mamba

Created by Mikel?, given to chibby.
A large scythe with a pitch black blade and a dark green broadside with a trigger mechanism along the handle

The blade slithers, darkness and flames escaping it as snake-like projections escape the blade and fly out to the target, fangs out, to bite on and hold them down


Spend an Action. Select a target within 45 feet. Roll Charisma + Melee at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.

Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.

You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.

If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flames created from a distorted reality appear, souls flickering and burning up in the flames as well.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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 Mamba is a multipurpose tool, designed to morph and shape around the user's preference, being able to extend it's scythe edge out like a snake's fang and attack farther than expected, even for a weapon its size.


This Artifact can be used as a great sword / giant axe. It is roughly at least twice as large as a great sword / giant axe and cannot be concealed on your person or disassembled for storage.

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

You also gain the following effects:

  • Bastard: You may spend a Free Action to change this melee weapon’s base stats into those of any other basic melee weapon. Changing this weapon's base type affects its size, range, Weapon Damage, and roll.
  • Extend-o-blade: This melee weapon may extend up to 50 feet for a single Attack, Defense, or Clash. Retracting back into its usable size is a Quick Action.
  • 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.

  • 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.

Unbreakable, and with a venom coating its edge that intrinsically affects and attacks another creature's weakness, Mamba is a worthwhile weapon for anyone lucky enough to have it


This Artifact has been upgraded.

This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • 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 same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

Community Artifacts

Bone charm

Created and held by Fred.
a Small charm made of bone

An arm made of bone and rotting flesh, the arm connects to the skeletal structure of the one using it, and bursts out of them when the artifact is first activated, the arm burrows it's way through the flesh so that it can connect with the user's spinal column, and subsequently be attached to the already existing skeletal structure.


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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Ashley's Soul Crystal

Created and held by Ashley Brighton.
A pink crystal in the shape of a heart, containing a fragment of Ashley Brighton's soul and forming the catalyst for her magical girl powers.

Invoking the power of your soul crystal, you transform into your magical girl form! In this form, you wear a medium-length pink dress with frilly sleeves and an equally frilly skirt. The sleeves trail, and the skirt is longer at the back; it also has a white underskirt. The outfit is accentuated by white knee-high boots that appear to have feline pawpads on the bottom, as well as a cat-ears headband. Finally, the soul crystal appears in the form of a staff for the duration.


Exert your Mind (unless you win a coin flip) and spend an Action.

You transform into your magical girl form for 3 minutes. You have access to all of your Powers while you are your magical girl form, 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 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: your magical girl outfit and a staff, topped with your soul crystal.

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

Grape tasting rock

Created by Jimmy Rockman, given to Dante K.C. Williams.
a small slighty purple rock

A rock with a quarter sized diameter. With a lollypop stick poking out of it. It tastes slightly sweet and makes your pain go away.


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

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

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Created and held by Kyrie Mae Lee.
Off-white, absorbent bandages. Strange and inexplicable in nature, the bandages are able to stretch and expand indefinitely as long as it used for its intended purpose of covering the body-- even if the only remaining piece is but a few inches long. They remain stained with blood, dirt, and other similar substances no matter how much they are washed. Source: 10/10

The bandages on the user's body slither and stretch to wrap around a target injury-- even slipping through any orifices (typically the opening of the wound) to pack and treat internal damage. Once covered, the wound regenerates with the blood infused in the bandages until it heals, after which they retract to their original worn positions.

(Ability: Brawn + BRUTALITY)


Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the bandages crush and constrict you in the process. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Melee at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to consume a pint of human blood for every subsequent day for the next month. If they violate this rule, your treatment is immediately reversed.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see bandages twisting and slithering like monstrous tendrils.

  • The patient is aware of the after-care requirement.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • 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 bandages become alive as new blood is infused with the existing blood within, extending and twisting out into a set of four distinct strands. They operate like tendrils that slither and stretch, and can be used to pull, wrap, and crush things using the user's own strength.


Exert your Mind (unless asdf) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you asdf.

You gain 4 additional limbs that function as standard human arms and hands. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can stretch to reach an additional 30 feet.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see blood-soaked bandages twisting and slithering like monstrous tendrils.

Your Extra Appendage is incapable of fine object manipulation.

  • You may stretch, retract, or move your limbs 30 feet once per Round.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Caduceus amulet

Created and held by Amanda Kultz.
A silver amulet with the caduceus staff hanging from it.

When activated the amulet glows a lime green and it allows the user to bandage the affected areas and wait a minute. After a minute the bandages can be removed and the affected areas will have been fully healed. The user can’t swear the target to an oath to uphold or the new parts will wither and fall off.


Exert your Mind (unless you win a coin flip) and spend a minute. Select a Living target within arm's reach. You must use up a whole roll of bandages in order to activate this Effect. Select up to four Battle Scars on your target to treat.

The treated Battle Scars 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.

  • 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

Personal Shield Generator

The device itself is a metal hexagon that is worn on the belt and glows when active.

Expend a point of Battery and spend an Action or Reaction.

You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

You leave a golden glow shaped like yourself at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

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.

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.

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.

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.