The Andes.

1
This Artifact allows you to inflame the emotions of others.
Used by Nikolái Nikita Overol, Created by Dorimouse.
On Legendary Artifact Curved saber of San Martín..
(When activating this Effect, it is obvious you are interacting with the target. You must use this Artifact obviously when activating this Effect.)

When encountered by the might of this sword, any being capable of feeling emotion will feel riled up by a sense of comradery towards a common goal: liberation.


Spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by comradery. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

Community Legendary Artifact Gifts

Exert your Mind and spend an Action. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. 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.

  • Destroyed targets cannot be repaired, as they do not leave any remains behind.
  • 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.

Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Reality warps around edgard and the location at which they want to trave to. A black shimmering portal appears behind edgard whenever this ability is activated..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

For reasons unknown, an AI is unable to do this. It is left on the operator to steer the analysis suite though the planes of gravitons, to seek out the past. With it, the operator can determine where it's been (although his suit's assist automatically compiles that into coordinates) and an image of the last individuals to use it.

Spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Dexterity + Investigation at Difficulty 6.

You learn all the following information about your target:

  • You receive GPS Coordinates, allowing you to discern where this object has recently been.
  • You receive a visual description telling you who has used this object recently.
The quality and specificity of information gained depends on your Outcome.

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

You cannot investigate the same target more than once 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.

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

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.
  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.
  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Bitches have the following equipment:
* Extremely revealing clothing and hugely impractical shoes that don't hinder them at all
* Kevlar-reinforced fur long-coat
* Pistol with extra mags
* Switchblade for cuttin' Jive Tricks
* Personal amount of cocaine
* Smartphone
* Smartwatch
* Skye: Suitcase/Backpack with Various Survival Gear: Poptent, water filtration equipment, rations, canteen, survival knife, basic fishing gear, etc.
* Moxy: Stuffed-Animal Backpack with Various Investigatory Equipment: Magnifying glass, telescope, basic mirrored microscope, Farmer's Almanac, etc.

Exert your Mind and spend two Actions performing the following ritual: Naming, Reminder of Ownership. You must use up Money in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Bitch at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.

  • Attacking: Minions can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice. Your minion is able to Investigation and Survival with a 7-dice pool.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Demonic Shadow and Green-Glinting Eyes. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Stock Legendary Artifact Gifts

This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin but can be collapsed into a pair of bronze bracers and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks

You also gain the following effects:

  • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • 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 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 Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.

The way the Artifact is seen 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.

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.

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 +5 Weapon Damage. The target's fully effective

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. This penalty lasts until the armor is repaired.

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