Legendary Artifact

A Faux Coat

Created and held by Merron.
This item was suddenly dropped by the Goth GF during there date. It is warm to the touch (just like receiving a hug) and provides you with the ability (or appearance) of being able to take a hit. The better you convey that you are not injured, the more healing you receive.

The coat has the shape of a leather duster and the fur of a black bear (or so you think... who cares... it's your GF's coat). The coat covers one body hiding most vulnerable spots making it difficult for enemies and allies to gauge whether your injured or not.


Exert your Mind (unless you win a coin flip) and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Medicine 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.

Community Artifacts

huli jing

Created and held by Shiro Komesu.
a ring with a nine tailed fox on it

A single tail on the fox is colored orange


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 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.

Captain's Toothpick

Created by Eins, given to Wolf.
A extremely large spear with a molten liquid inside of the core, yet it remains perfectly balanced and steady

The ethereal glow of the Captain's Toothpick brightens as spirits of those lost to sea guide it to do the near impossible


This Artifact can be used as a javelin. It is roughly at least twice as large as a javelin and cannot be concealed on your person or disassembled for storage.

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

You also gain the following effects:

  • Not Quite Flying: You may Exert your Mind and use up your Movement to “follow” any attack using this weapon, traveling right next to its point of impact.
  • 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.

  • The attack must be the primary form of attack for this weapon.
  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • 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 object glows softly with spiritual energy.


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.

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.

Foxy

(With sad clowns makeup) Features • Hydration bladder with internal tubing to mouthpiece • Passive cooling mesh layer • Hidden storage pouches (tail, thigh, chest) • RFID-shielded chest pocket • Reinforced padding at knees, elbows, shins • Quick-release panels with magnetic clasps (hip and collar) • Removable treaded soles (Velcro-secured) • Detachable fan port (head-mounted, optional use) • Modular indoor/outdoor paw pads • Compression medical wrap tucked in tail pouch • Flexible jaw with subtle articulation Materials • Triple-ply synthetic fur (fire-retardant, water-resistant) • Carbon mesh cooling netting • EVA foam padding • Ballistic nylon reinforcement panels • Velcro and magnetic clasps (neodymium magnets) • Silicone paw pads and nose detailing • Mesh and neoprene head lining • Kevlar-threaded seams at stress points • Polyurethane-coated rubber tread pads • Medical-grade vinyl bladder (hydration system) • RFID-blocking aluminum fiber mesh in chest pocket

You plant your feet — low, predatory — and your knees bend like you’re ready to lunge.

Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.

As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.

Then it happens:

You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.

The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.


Spend an Action. Select a target within arm's reach. Roll Charisma + Influence 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 2.

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.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • 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.

When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.

It isn’t rage.
It isn’t fear.
It’s gravity.

Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.

To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.

Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.


Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • 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.

Each Persona is crafted carefully to match the individual’s true self.


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.

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.

Your fursuit isn’t clothing.
It isn’t armor.
It’s a living body — a second skin of synthetic fur, reinforced hide, and hidden machinery —
grown around you like a biological exoskeleton.

The bulk of it — the Gio frame — forms a core spine inside the fursuit, housing motors, servos, compressed air bladders, and liquid muscle that flexes with your movements.
It wraps around your arms, legs, chest, and back — internal, not external — powering every lunge, every sprint, every leap.

You don’t sit on the machine.
You don’t ride it.
You and it are the same creature.

The fursuit’s paws hide motorized wheels and amphibious drive systems beneath their pads —
letting you run across the land faster than any natural beast,
or dive into water and slice through it like an apex predator,
all while still moving on your own legs.

When you act,
the machine doesn’t respond to commands.
It responds to instincts.

You feel the buzz of artificial muscles tightening under the fake fur, the flex of reinforced ankles pushing you faster, the brief pressure release as internal air systems adjust to keep you balanced at any speed.

When you Roar, when you Track, when you Hunt —
it’s not a fursuit and a machine and a human.
It’s one body, one will, one wolf.

If you abandon it, it doesn’t just shut down —
it withers like a starved beast, curling into itself and dying, because without your soul driving it, it cannot survive.


This Artifact can be used as a Gio All-Season Enclosed Mobility Scooter. It is roughly the same size as a Gio All-Season Enclosed Mobility Scooter and just as difficult to conceal.

This Gio All-Season Enclosed Mobility Scooter has Key Features: • Hidden spring wheels in the thick soles of the feet. • Manual movement still possible (walking, jumping, crouching). • Optional glide mode triggered by a shift in weight or internal button. • Zero visible mechanical parts unless you’re upside down. • Slightly heavier foot padding to hide the hardware.. 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.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Flying Solo: Your vehicle cannot have any passengers.

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.

Rings of Odin

Created and held by Henry Avery.
A collection of nordic infused rings

A golden ring covered in runes, imbued with the spirit of Odin himself, which upon command will yield a great spear.

This spear has a golden glow to it, almost as if it is Gungnir itself, it has a sharp point and two curved prongs on either side. Laced with an intricate nordic design.

Rings are something that Henry has never tempered in, but this time is different. He received a package at home with plans for a mighty ring. The return address? Valhalla.

So he got to work, followed the plans and as he did the metal started to glow, not with the heat, but the spirit of Odin himself


This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.

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

You also gain the following effects:

  • 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.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

  • 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.

Peeker Staff

Created and held by Detective Warren Steele.
This artifact takes the appearance of a black cane that only under close inspection can someone see the unclear scribbles of an supernatural characters.

tap the cane on the ground twice and firmly plant it on teh second tap while saying Blue's Clues


Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

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 cannot investigate the same area more than once per day.

  • 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.
  • 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 Artifacts

255TE "Lancer" Rife

A metallic disk that, with the press of a button, expands into a futuristic-looking rifle.

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 +5 Weapon Damage.

You also gain the following effects:

  • 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.
  • 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.

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.

The Skeleton Key

At first glance, this appears to be a standard, modern house key made of ivory. A close observer might compliment its skull-shaped head or usual material. No one would suspect it to be one of the Thief's most prized possessions: The Skeleton Key.

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.

The Airship of Solitude

The airship of solitude is an imposing black blimp. While flying through the air, it is regularly struck by lightning, terrifying those below.

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.

Personal Shield Generator

The device itself is a metal hexagon that is worn on the belt and glows when active.

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.