Special M17 Handgun

1
An extraordinary handgun.
Used by Dr. George Elliot, Created by Cake.
On Legendary Artifact M17 Handgun.
(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.)

Imagine a magical M17 Handgun, an otherworldly fusion of advanced technology and arcane power. The Handgun's sleek, matte-black exterior gleams faintly, etched with intricate runes that pulse with an ethereal glow, reflecting its enchanted nature. Its barrel is slightly Shorter than a standard M17 Handgun, with mysterious symbols carved along its length, shimmering as if alive.

The grip and stock are made from an otherworldly material—something lighter yet more durable than any metal, with faint golden veins running through it. The rifle’s magazine, while looking like a typical high-capacity model, is mysteriously empty but ever full. The moment a round is fired, it reappears instantaneously, as if time itself has looped and provided an endless supply of ammunition.

When you aim, the sights are enhanced by an ancient magic. Instead of simple iron sights, they shimmer with holographic glyphs, marking targets with precision before you even pull the trigger. Each shot fires with a whisper, leaving behind a faint trail of light that fades into the air, hinting at the magical force propelling the bullets. The rifle hums with an almost imperceptible vibration, as if it's aware of its near-infinite power.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 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.
  • Silencer: The report of any shots you fire may be made silent at will.
  • 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.
  • 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

You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

Liars/Oathbreakers cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from 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.

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.

Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.

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: Animalistic Megalophobia (Fear of Larger Animals). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

You learn the following information about the area:

  • You choose a specific type of event and receive a vision of the last time it occurred here.
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 area 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.

Exert your Mind and spend an Action.

You transform into Dragon for 30 minutes. You have access to all of your Powers while you are Dragon, 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 1, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

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

Stock Legendary Artifact Gifts

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 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.

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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 change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.

Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.