Gun of the Mind Its the end of the line here...

1
Requires Seasoned
An extraordinary handgun.
Used by Charles Landwick (Sherlock), Created by GreenAppll.
On Legendary Artifact S&W .55 Revolver.
(When actively using this Artifact in any way that exceeds what a mundane counterpart could do, it is obviously Alien and cannot be concealed under your clothes or similar.)

A gun that has been fed and used with telekinesis for so long it has gained its own life. Feeding off the user mind. The gun can simulate other weapons by base and uses its own telekinesis to fire off psychic bullets.


This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.Unless Must be enhanced/used with Telekinesis, this Artifact behaves as its mundane counterpart.

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

This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • Silencer: The report of any shots you fire may be made silent at will.

  • 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.

Community Legendary Artifact Gifts

Bill worked on this truck for the past 8 years, from denting the hell out of the frame, to putting on the off-colored door. He made this truck for his wife, Emily, in order to make sure she doesn't complain for the 15th time that the oil is leaking (it still does but that isn't the goddamn point), it rattles, and it smells of "the mix between a crocodile and possum."

This Artifact can be used as a 1972 Chevrolet C10 CST. It is roughly the same size as a 1972 Chevrolet C10 CST but can be collapsed into Marlboro Cigarette Pack and concealed. Collapsing or expanding it costs a Quick Action.

This 1972 Chevrolet C10 CST has no modifications. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.

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

This, spear, engraved with scenes of the Wild Hunt, was initially the channel for the powers of a former damned spirit of the hunt, captured and enchained. That being had seen many leaders of the hunt come and go through its “lifetime”. With its taking from that being’s prison, the Spear lost most of its power. It seems to be reclaiming some of its history, however, in consuming the remains of Fae beings (the Fae are intimately intertwined with the history of the hunt, after all.).

One last note: This gift used a trophy from a Contract as the object for the artifact, and that spear trophy had the quirk of being unbreakable. It is completely up to individual GM’s whether they choose to uphold this quirk or ignore it.

This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into An iron thin chain necklace which has an engraved steel pendant of a hunting hound, wreathed in flames, on the end of it. and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Bane: Injuries dealt to Fae/Fairies, and their blooded descendants are increased by 2 Severity levels.
  • 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.

  • 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.

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:

  • 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.
  • 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.

By intentionally criminal beings i mean to target beings that have an activate understanding and engagement with society and laws, they just chose to break those laws anyways.

Victims of crimes i mean individuals who are actively having a crime committed against them. some one being attacked in the streets, or kidnapped, or just got robbed an hour ago. People are not Victims forever.

Exert your Mind and spend two Actions performing the following ritual: Balancing the scales, and lighting the plants on flame on either side.. You must use up nettle and Mugwort leaves in order to activate this Effect. 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.

You automatically detect all Victims of crimes and intentionally criminal beings 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 Their scent for each being you detect.

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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

Stock Legendary Artifact Gifts

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 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 Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.

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, Direct, 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.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet 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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.