nói lưỡi nghe tai (Speaking tongue hearing ear) All the humans and animals are connected with each other through the love of the mother goddess. Tapping into that love makes you able to communicate with all animals and all the people under the grace of the mother goddess.

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This Artifact grants you the ability to communicate with Creatures and humans.
Used by Freddy Newman, Created by Lord_of_Clueless.
On Legendary Artifact Red veil of the Đạo Mẫu.
(It is clear that you are communicating with the target. You must wear or wield this Artifact plainly to receive these benefits.)

Freddy wears it around his neck like a bandana and he can pull it up to cover his face.

Using the ability of the veil makes the voice sound a bit distorted but still easily understood. The veil emits a soothing warmth reminiscent of a warm hug filled with love while the user talks.

While being deployed in Vietnam, Gladys Newman was send ahead of her squad in a reconnaissance to scout out the exact location of the enemy camp harboring prisoners of war.

While on her way to the lookout spot she crashed through old wooden boards covering the entrance to an old forgotten Vietnamese grace site. The stone cave was filled with strange symbols carved into the stone , with the only other thing of notice being a stone pedestal with a red veil on it. Gladys felt the veil almost calling her to pick it up. Falling to temptation Gladys decided to pick up the veil uncovering a horrific site to behold. The thing that was being covered by the veil was a head that was cut off long ago.

Once she had the red veil in her possession she noticed something change. She was able to understand the text carved into stone walls. A part of them were prayers to the mother goddess , another part of them were protection spells trying to protect the grave site from evil spirits and the last part regarding the previous owner of the red veil , the shaman giao. That must have been the person whose skull was underneath the veil.

With the veil in her possession Gladys decided to climb out of the gave site and go on with her mission. After a couple of hours she was able to locate the enemy’s location. She got a close as possible to a building that seemed to have been the cabin of the officer in charge. Inside of the cabin were the officer and the captains discussing their plan of operation. To her surprise she was able to perfectly understand the words they’ve said without having spoken a single word of Vietnamese her whole life. It must have been because of the veil she carried with her!

Listening closely to every word spoken Gladys uncovered that the camp was actually a decoy leading into an ambush which would lead to a high amount of casualties on the Americans sides. The location where the p.o.w. were relocated to was also one of the topics . Hearing this Gladys headed back to her squad and reported her findings to her sergeant, only leaving out the part about the red veil and its ability’s.


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

You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.

Community Legendary Artifact Gifts

This is an add-on to Eden biblical blaster a setting. He came up with after his recent interactions with The United States medical system not wanting to be a statistic, waiting on the list He decided to take things into his own hands

Exert your Mind and spend 1 minute.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself 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.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, you are healed for half that Damage.

  • 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.

Exert your Mind and spend a Quick Action.

You transform into a humanoid made of magical flame, cycling through the colors of a washed-out rainbow for 30 minutes. You have access to all of your Powers while you are a humanoid made of magical flame, cycling through the colors of a washed-out rainbow, 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. You do not suffer any Stress while transformed.

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

This Artifact can be used as a container. It is roughly the same size as a APC's transport space but can be collapsed into A decactivated.50 BMG bullet on a chain and concealed. Collapsing or expanding it costs a Quick Action.

Your APC's transport space holds three times what it normally could, and can be collapsed down to a pocket-sized version without losing any internal storage. You cannot access the contents while it is collapsed. Objects stored inside are weightless.

Living things can be stored in your APC's transport space. They will have access to anything else inside but cannot break free.

If your APC's transport space is destroyed, things inside may get out, and it will cease to function until it is repaired.

Only you may open and close the container. Others can still destroy it to get at the contents

  • There is no cost to use your container.

Exert your Mind and spend an Action. Select a Location within arm's reach. You must be in an area abundant with natural earth and/or raw minerals.

Select one of the following alterations to create out of Earth/Stone originating at the target:

  • Tunnel: create a tunnel through Earth/Stone that is up to 6 feet in diameter and 20 feet long. It may curve as desired.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

You may end this Effect prematurely as a Free Action.

  • Creating a tunnel through / under the supporting parts of a structure may collapse it.
  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • This Effect produces the substance you are controlling unless it is drawn from the environment via “Required Environment” Drawbacks.
  • 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.

Activated Rune: Power

This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.

Attack by rolling Brawn + Melee, 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.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.
  • 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.

Stock Legendary Artifact Gifts

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.

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 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.

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.

Spend an Action.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • 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.