Legendary Artifact

Portable Crib

Created and held by Robert Styles.
A black pristine wooden trunk with a sleek soft top and leather sewn to the sides.

What initially seems like a regular bedside trunk can at the snap of the fingers turn into a plastic lunchbox, seemingly empty when opened.


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

Your Storage Trunk has a normal storage capacity, but 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 Storage Trunk. They will have access to anything else inside and may attempt to break free, damaging or destroying the Storage Trunk in the process.

If your Storage Trunk 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 your container appear normal and unremarkable.

  • There is no cost to use your container.

Community Artifacts

Hook, Line & Sinker

Created and held by Eis Nova.

A silver lighter that has an engraving of a fishing rod with a fish being pulled up out of the water on its base. However, when flicked to "light" it transforms into a throwing knife with a string attached to its end that it powerful enough to stop someone in their tracks.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.

You also gain the following effects:

  • Pin: If your attack inflicts an Injury on your target, you may "pin" to the ground or a nearby wall. They are stuck there until you remove the weapon. The target may spend a Quick Action and increase the Injury's Severity by 1 to pull themselves free.
  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.

  • 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.

Biologically Compatible Rock

Created and held by Anna Tully.
How Original.. A strange rock with a broad irregular heart shape and a dull forest green colour. Looks igneous in texture. Counterpart to the incompatible rock, Collect them all!

When used, the rock starts heating up to a firm 40 degrees Celsius, the previously mundane green matrix of the rock now glistens with a glassy texture and a pale pastel green pigment. A human eye rests within the glassy crystal, staring at the target.
When used, the little magic eye within the rock fires a laser at the target, provoking the mending of the target's injury.
The user must be holding the rock and pointing it towards the target to activate it.


Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

When used, the rock starts heating up to a firm 40 degrees Celsius, the previously mundane green matrix of the rock now glistens with a glassy texture and a pale pastel green pigment. A human eye rests within the glassy crystal, frantically darting around the surroundings. A glassy translucent haze begins to form around the rock's wielder, with shifting hues of green and grey-blues.

Attacks against this barrier are absorbed for a moment before being repulsed back to sender. The repulsion of the attack creates water-like ripples across the surface of the barrier.


Exert your Mind and spend an Action or Reaction. Roll Dexterity + Occult at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • Effects which circumvent Armor completely also circumvent your barrier.

Tiny Clown Car

Created and held by Philip Montegue (AKA Bumble the Clown).
Currently At home.
A tiny clown car that can fit a single driver.

Clown Crew

1

Sascha

Created and held by Mikhail Valuev.
A bespoke minigun. It weighs 150 kilograms and fires $200 custom-tooled cartridges at 10,000 rounds per minute.

This enormous bullet spewing nightmare is akin to the gun used at the Cyberdyne standoff in Terminator 2. That any human being can carry and fire it defies all logic and reason.

Firing Sascha is less "Aiming" and more "Wrestling the bear for control". This weapon should be mounted on a vehicle somewhere, and is instead being wielded by a madman. Pray it is not pointed in your direction


Spend an Action. Select a target within 300 feet. You must use up $100,000 in order to activate this Effect. Roll Brawn + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the wielder cackling with unhinged glee, their face bearing a grin that borders on rictus at the sheer carnage issued from the barrel [roll atrocities].

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

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: I have yet to meet one who can outsmart bullet. - roll self control to avoid responding to any disparaging remark about your intelligence with violence. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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 Effect. There must be no substantial obstructions between you and your target.

Chester - Bunker

Created and held by Winsley Herman.
A large black briefcase. Made of real leather and stamped brass. A handle and a over-shoulder strap are available. The initials W.H are stamped into the side. The two locks on the top are made to resemble glass eyes, though it does allow the briefcase to "see" if whoever is opening it is the owner. The insides are quite spacious and padded. If the owner isn't the one to open the container the briefcase temporarily swallows the items inside and pushes up its "tounge" (the bottom of the briefcase) to resemble a normal briefcase. otherwise its just as spacious as a magical container would be.

A large black briefcase. Made of real leather and stamped brass. A handle and a over-shoulder strap are available. The initials W.H are stamped into the side. The two locks on the top are made to resemble glass eyes, though it does allow the briefcase to "see" if whoever is opening it is the owner. The insides are quite spacious and padded. If the owner isn't the one to open the container the briefcase temporarily swallows the items inside and pushes up its "tounge" (the bottom of the briefcase) to resemble a normal briefcase. otherwise its just as spacious as a magical container would be.


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.

On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.

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

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.

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: Delusion that the suitcase is your best friend. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • You cannot change the container's type if you are not in possession of it.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

Stock Legendary Artifacts

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.

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.

The Coffin

"The Coffin" is a black, alligator-skin briefcase made to look like its namesake. The interior is coated in red, quilted leather. It is quite a bit larger on the inside, appearing to stretch backwards like a dark passageway.

This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.

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.

On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.

If anyone other than you opens the container, it appears empty. 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.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

The Bug-out Bag

No hiker would bat an eye if they saw someone wearing this 80 liter backpacking pack in the backcountry. Those who look closer find it's made of a curious mix of modern materials and what appears to be rawhide stitching.

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 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.

This Artifact's true owner 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.