Okami-no-Kaiho "The calm before the Storm."

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An extraordinary melee weapon.
Used by Ryuunosuke Akutagawa, Created by MetalAzure.
On Legendary Artifact Okami-no-Kaiho.

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.


Community Legendary Artifact Gifts

This Artifact can be used as a tow truck. It is roughly the same size as a tow truck but can be collapsed into set of keys. and concealed. Collapsing or expanding it costs a Quick Action.

This tow truck has ________. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Jump: If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

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.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nice Guy complex: must make a Self control roll not to stop and help someone who has broken down.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

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

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind to stash items in others' possession with a Committed Action, but they automatically notice that you stole the item.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action.

You can interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 6 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Arms and hands twist in weird ways.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Non-Sapient, Animate target within 300 feet. This Effect cannot be used unless used on undead.

For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Non-Sapient, Animate targets which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.

Your commands can be complex and multi-layered, though they must still be specific. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user vomits forth a large amount of blood.

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.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • 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.
  • 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.
  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • 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 be used as a knife. It is roughly the same size as a knife and just as difficult to conceal.

Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 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.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Stock Legendary Artifact Gifts

This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

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

If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of this container appear normal and unremarkable.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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

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

You also gain the following effects:

  • Silencer: The report of any shots you fire may be made silent at will.

  • 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.

Expend a point of Battery and spend an Action.

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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

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 +3 Weapon 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.

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.