[LEGENDARY] Handcannon If this could go in your inventory, it would have a golden border

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An extraordinary handgun.
Used by Smoldep, Created by athanasynt.

A sleek but cartoonishly blocky pistol with a constant shine when taken out, the firing speed of this weapon goes above and beyond. Perfect for mindlessly shooting trigger-happy murderhobos, or mindlessly-shooting trigger-happy murderhobos.


This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into silver hairclip and concealed. Collapsing or expanding it costs a Quick Action.

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

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

Community Artifact Crafting Gifts

Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.

  • 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.

Expend a point of Battery and spend an Action. This Effect cannot be used unless The Dawn Hammer must be in Vehicle Mode for at least one turn and The Dawn Hammer must have access to the open sky.. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The drop pod debris strikes the contractor, dealing a sev 4 injury and knocking down the contractor over..

Summon up to 3 Non-Sapient, Animate Mass Produced Combat Android at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Owl's first gift, and a start on her building her suit. It relies on her understanding of tech to make a quiet and compressed Jetpack that allows her to fly free.

O.W.L. originally stands for Observe. Warn. Locate.

Owl has taken it on her self for it to mean. Owl Wants to Live

Exert your Mind and spend an Action. 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 are subject to the following effects while gliding:

  • 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.

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.

Exert your Mind (unless In a hospital, Clinic, or other healthcare setting) 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.

You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.

  • 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.

Exert your Mind and spend 2 Actions. If you are at the Battlegrounds Monument, you may choose a target Location within your line of sight; otherwise, your target may only be the Battlegrounds Monument. 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 are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.

If you traverse any a place with a significant amount of paper (such as a library or paper factory) for one minute, you may activate this Effect and travel to the edge of any other a place with a significant amount of paper (such as a library or paper factory) that you’re aware of, regardless of range.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user slicing into several sheets of themselves, which tear apart upon their disappearance.

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.

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

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

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

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

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.