Legendary Artifact

Varpal Sword

Created and held by Alicia Pleasence Liddell.
Alice's sword is slender and gleaming, with a heart-shaped guard and a handle adorned with lace and butterfly motifs. The blade itself is elegant and finely crafted, reflecting light with a pristine edge that suggests both grace and precision in combat. Its overall appearance combines whimsical charm with the practical elegance befitting of a heroine navigating Wonderland's fantastical challenges.

When the Gift is used, participants and observers see a shimmering aura around the user, emitting a soft, ethereal glow. The air hums with a harmonious vibration, evoking tranquility and heightened awareness.

Alice's sword, forged in dreams, wields Wonderland's magic, a symbol of courage and whimsy


This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into It's a miniature version of the sword that Alice has hanging from her belt. and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • 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.

  • 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.

The conection that Alicia has with the sword.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

  • "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.

Community Artifacts

Big Bessie

Created and held by Cleatus Abernathy.
Normally in the shape of a decativated .50 BMG bullet on a chain around his neck, the vehicle itself is a full sized APC capable of transporting 4 people in the front, and 6 in the back. The back compartment is separate, air tight, and equipped with heat and pressure sensors.

A black colored, military designated, and SCP branded 6 wheeled, all terrain capable, APC equipped to operate in any environment on the planet and now modded to function even underwater. Transitioning smoothly between on land and underwater Cleatus's mods to this APC show his talent as a mechanic.. even if he doesn't really understand what most of the parts are ACTUALLY called, his own internal system seems to have produced an anomalous vehicle perfect for the tasks he tackles on the day to day.


This Artifact can be used as a Big Bessie (Modded Foundation Anomaly Transport APC). It is roughly the same size as a Big Bessie (Modded Foundation Anomaly Transport APC) but can be collapsed into A decactivated.50 BMG bullet on a chain and concealed. Collapsing or expanding it costs a Quick Action.

This Big Bessie (Modded Foundation Anomaly Transport APC) has Armored vehicle, nitrous installed, back compartment is separate and air tight with an 8 hour oxygen supply. All other foundation compliant features, including built in police scanner, and radio communication.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.

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

Through use of anomalous thaumaturgical runes, Cleatus's personal foundation APC has been upgraded with additional storage capability to allow it to store even the absolute largest of anomalies. As a bonus, it also allows him to roll around with all his daily necessities in the back, and hey. The anomaly will probably be a lot happier having access to a cooler full of coors than not right?


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.

Reinforced siding with micron-scale thaumaturgic reinforcement on every surface, from the air hose to the muffler not a single part of this beauty is going to be anything less than perfect by the time Cleatus is done and he's not about to have his lovely lady Bessie in anything less than the most pristine shape so he's snagged some of those repair nanites from the foundation so even when it gets blasted it puts itself back together again before you can blink.


This Artifact has been upgraded.

This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

A series of hexagonal plates that shimmer momentarily when changing forms, allowing the car to blend into any social situation.


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

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), and can take on a different size, shape, and weight to the 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) or any situation which makes the size/weight disparity particularly noticeable 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.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

Top mounted tow chain launchers were something Cleatus initially got laughed at in the halls of his old MTF unit, but hey, they didn't laugh when they took that griffon out of the air allowing them to down and bag it after a week or missing tranquilizer pot shots now did they?


Exert your Mind and spend an Action. Select a target within 300 feet. Roll Dexterity + Firearms at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be pushed or pulled towards a surface within 300 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.

The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.

If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.

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: "We die in the dark so that you may live in the light" Roll self control to avoid containing potentially dangerous anomalous objects or people. If you fail you may exert to face your fear.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

Iryna's New Turn Coat

Created by Leon Vanderblight, looted by Archetype.
A long black trench coat with the image of a nine tailed fox woven into the inner structure and a hood for the rain.

The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered. The jacket allows you to use the senses of the creature attached to the object and in turn channel magic through its senses.


Exert your Mind and spend an Action to activate. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

You may only use this Effect once per 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.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
  • 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.

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • You can target yourself if you qualify as a valid target by the other requirements.

Biblical blast

Created and held by Eden.

Sleek, gold and silver finish, engraved biblical motifs, glowing cross emblem, ergonomic grip, crystal barrel core, ethereal light effects, compact size, holy inscriptions.

For all intents and purposes, this is a laser gun that Eden made to charge a shot you need to load one D cell battery Per shot although they’re not 100% accurate he did throw in a homing system

P.s Just a weird character quirk that everything he makes he turns into a biblical reference. No, he is not religious.


Exert your Mind and spend an Action. Select a target within 50 feet. Roll Intellect + Science 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. Armor is fully effective against this Damage.

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.

Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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.

  • 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.

Once shot with the glowing light of the cure ray it will purge any disease or poison from the target’s body and heal half damage from said infection it work by scanning the target and with A.I finding their point of homeostasis
After this point is found the ray removes most of if not all things keeping target from reaching homeostasis

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.

A purple ray gets shot Out of the biblical blaster and developing whoever it hits with a slight purple glow giving them divine protection for up to an hour

Eden works hard on finding a way to turn light into solid matter that can disperse damage and other harmful effects. This is his first attempt at it.


Spend an Action. Select a Animate target within 20 feet. Roll Intellect + Science at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, 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.

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

  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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.

Radio Shades

Created by Picket McAlley, given to Elizabeth Ember.
A pair of sunglasses that have attached earbuds.

...


Exert your Mind and spend an Action.

You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.

  • The target of "human" refers to any target that speaks a human language.

....


Spend a minute. Select a an object that needs to be unlocked. within arm's reach. At the end of your investigation, roll Charisma + Technology at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You receive 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 2.

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.

Bone charm

Created and held by Fred.
a Small charm made of bone

An arm made of bone and rotting flesh, the arm connects to the skeletal structure of the one using it, and bursts out of them when the artifact is first activated, the arm burrows it's way through the flesh so that it can connect with the user's spinal column, and subsequently be attached to the already existing skeletal structure.


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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Stock Legendary Artifacts

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.

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or 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 Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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.

Lightning Bracers

A pair of bronze bracelets that glow with golden energy.

This Artifact produces ephemeral projectiles that can be used as a javelin.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

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.

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.

The Axe of Legend

This electric guitar has one edge sharpened into a deadly blade. It can be used as either sort of axe.

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 +4 Weapon Damage.

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. 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.