Come here girl! Oh who’s a good horse? You are!

1
An extraordinary horse.
Used by Buck Boone, Created by sketchy.
On Legendary Artifact Mabel Meadow.
(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.)

When the whistle is blown, it will not produce any sound. Mabel will come trotting over from behind an object that could not feasibly cover her body. If there are no objects to appear from, Mabel will appear out of thin air.

Mabel is a brown horse with her mane braided together and beads intertwined. She is very affection to people she knows and very strong. She can carry four people but will not do this happily.

Mabel usually isn't collapsed and lives within Buck's apartment kind of like a dog. She is collapsed when he goes out so Buck always has her around. Yes, Buck is an upstairs neighbour.


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

This horse has saddle, stirrups, halter, reins, and saddlebags. 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.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

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.

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

Community Legendary Artifact Gifts

Anyone who fails the trauma roll should either take mind damage or get a nicotine addiction.

Exert your Mind and spend 1 Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

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.

You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.

  • 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.

This Artifact can be used as a heavy sniper rifle. It is roughly the same size as a heavy sniper rifle but can be collapsed into a coin charm necklace with two bullet holes through it 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.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Vengeful. (Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

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.

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

Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining.

Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.

The creature lasts one hour until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life, except Dexterity, which is fixed at 1. Raised creatures have access to any Effects they had in life.

You may end this Effect prematurely as a Free Action.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • 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.

A flaming ship, a fearful sight,
The Fallen Flame, bathed in night.
With Captain Doug, skeletal guide,
Through stormy seas, it fiercely rides.

Forty cannons, roaring thunder,
A dual fireball, hellish plunder.
Red sails billow, ghostly crew,
A tale of terror, dark and true.

The damned sail on, a haunting fear,
Their skeletal laughter, cold and drear.
A legend born, a haunting sight,
The Fallen Flame, reigns with might.

This Artifact can be used as a Flaming Galleon. It is roughly the same size as a Flaming Galleon and just as difficult to conceal.

This Flaming Galleon has 40 standard cannons, 2 frontal cannons, 2 rearward cannons, gunpowder kegs to be thrown off the back, dual fireball shooter off the front.. 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.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.

This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see glimpses of vicious atrocities as you force your target to mentally experience hundreds of brutal viking raids simultaneously.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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 Legendary Artifact Gifts

This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.

Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.

If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.

You may change the type of your container between Contracts.

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

  • You cannot change the container's type if you are not in possession of it.
  • There is no cost to use your container.

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 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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Silencer: Shots you fire can 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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.

The new object's appearance 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.

Spend an Action.

You may lock, unlock, and/or open any number of doors, locks, or locked targets 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.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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.