Legendary Artifact

Red veil of the Đạo Mẫu

Created and held by Freddy Newman.

Freddy wears it around his neck like a bandana and he can pull it up to cover his face.

Using the ability of the veil makes the voice sound a bit distorted but still easily understood. The veil emits a soothing warmth reminiscent of a warm hug filled with love while the user talks.

While being deployed in Vietnam, Gladys Newman was send ahead of her squad in a reconnaissance to scout out the exact location of the enemy camp harboring prisoners of war.

While on her way to the lookout spot she crashed through old wooden boards covering the entrance to an old forgotten Vietnamese grace site. The stone cave was filled with strange symbols carved into the stone , with the only other thing of notice being a stone pedestal with a red veil on it. Gladys felt the veil almost calling her to pick it up. Falling to temptation Gladys decided to pick up the veil uncovering a horrific site to behold. The thing that was being covered by the veil was a head that was cut off long ago.

Once she had the red veil in her possession she noticed something change. She was able to understand the text carved into stone walls. A part of them were prayers to the mother goddess , another part of them were protection spells trying to protect the grave site from evil spirits and the last part regarding the previous owner of the red veil , the shaman giao. That must have been the person whose skull was underneath the veil.

With the veil in her possession Gladys decided to climb out of the gave site and go on with her mission. After a couple of hours she was able to locate the enemy’s location. She got a close as possible to a building that seemed to have been the cabin of the officer in charge. Inside of the cabin were the officer and the captains discussing their plan of operation. To her surprise she was able to perfectly understand the words they’ve said without having spoken a single word of Vietnamese her whole life. It must have been because of the veil she carried with her!

Listening closely to every word spoken Gladys uncovered that the camp was actually a decoy leading into an ambush which would lead to a high amount of casualties on the Americans sides. The location where the p.o.w. were relocated to was also one of the topics . Hearing this Gladys headed back to her squad and reported her findings to her sergeant, only leaving out the part about the red veil and its ability’s.

Her discovery led to the US Army being able to take out the decoy camp with minimal soldier casualties and also able to rescue the p.o.w.’s from their actual prison. She got a Purple Heart for all of her troubles and the war continued as if nothing happened.

Years later Gladys found the veil in a chest containing all of her old equipment from the war. She knew of the possibility’s such an artifact could bring but she decided against using it herself and gave it to her son Freddy knowing that he would use it to make the world a better place.

She still sometimes gets letters from some of the p.o.w.’s telling her about their life and thanking her for the service she did.


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

You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

  • 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.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

Community Artifacts

Aoi Akuma

Created and held by Tani Michio.
A blue Nissan Silvia with white and orange fiery streaks across it.

Michio's signature car, this Nissan Silvia is a well maintained vehicle with custom designs that Michio has seen to himself. Having recently crashed it to the point of near destruction Michio thought his dear was all but gone, only to find out that it was extracted repaired and even... enhanced by a certain individual. Now the two's connection is even stronger than before, wherever the car is left, given time it will eventually drive itself back to Michio.


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.

With a click of the key the car collapses in on itself to become a tessaract holding the potential of infinite Aoi Akumas inside it. With another click the tesseract expands and locks in on the true version of the car.


This Artifact can be used as a Nissan Silvia. It is roughly the same size as a Nissan Silvia but can be collapsed into a car key with a tessaract ring and concealed. Collapsing or expanding it costs a Quick Action.

This Nissan Silvia has rear doors, rear window controls, Nitro and LED underlighting along with perpetual air fresheners hanging from its rear view mirror. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • 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.
  • 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.

A vehicle now detached from physics the Akuma works under any condition, its parts shift in and out of reality to swap as needed to serve as the ultimate all terrain vehicle.


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

You may move easily and without a roll in any of the following situations.

  • Land Swimmer: You are able to swim through sand, mud, snow, and other semi-solid materials as long as they are made of loose pieces or are not particularly dense. While doing so, you move at your normal movement speed.
  • Surface Skimmer: You are able to move across the top of any bodies of water, ice, or other surfaces where others might sink with no penalty to your movement speed.

  • This Effect not provide any inherent protection from dangerous surfaces such as acid, lava, etc, so be careful!

Hazardous Apron

Created and held by Allister Wildheart.
A leather forge apron with small pockets on the breast for placement of measuring and marking tools. a small logo of a anvil and cross tools is placed on the front of the apron.

Allister has retrofitted an old Forge apron hes found into an ultimate assistant for his creative endeavors. while wearing this apron and preforming a task that requires speed, the apron will sprout an innumerous amount thin metal spider like limbs to assist with the task at hand speeding up the task. these limbs also assist in thrusting Allister forward when hes attempting to maneuver.


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

Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

The Blade of Vulkan

Created and held by Vulkan.

The blade has only begun to reach its full potential, but this giant sword is still powerful. Its blade is an orange crystal, imbued with the power of fire. When it comes into contact with a metal object, that object rapidly begins to heat.


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

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's fully effective

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • 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. This penalty lasts until the armor is repaired.

  • 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.

ArCANis Spray Can

Just a spray can with a colourful label. What's important is Delphyrion's addition to the contents: a rubbery substance that sprays out in a rainbow mist.

The spray can releases a rainbow mist that coats you in a translucent, glittery purple substance that's incredibly hard to destroy. It resembles rubber (pliable and flexible) so it allows you a full range of motion. This armour can be taken off, though it has to be reapplied using the ArCANis Spray Can.

On source material:
Cloudy with a Chance of Meatballs has always been a classic. The shoes Flint Lockwood had seemed to be made of some elastic biopolymer adhesive that stuck to his feet until it wore off a few days later. At first he was pretty disappointed by it, but Delphyrion was interested in how Flint couldn't destroy it at all.

On applications:
It is actually quite useful as sealant for plumbing and other repairs. Actually, Delphyrion derived the substance from Flex Seal, which was used for roofs. Since it would be stationary with this usage, unlike how a person would constantly move around, it takes a while for the spray to wear off. Delphyrion has tested it out on a number of equipment and it has almost always been successful. That is, until he tried using it to fix his glassware. Those kept exploding no matter what they were used for.

On rainbow spray:
It was actually an accident that the spray ended up being rainbow-coloured; they didn't expect it to be anything like the movie, but Delphyrion's very satisfied with it. It just gives the armour a nice sheen, like the psychedelic colours on the surface of an oil spill. Also, it's gay.

On clothing:
Wear your clothes. Literally, this is not an alternative for clothing. This stuff is translucent so chances are that people can actually see what's underneath. If you're really brave (and not afraid of indecency charges) it'd generally look like you're wearing a skintight jumpsuit. Or, like, spray it on top of your clothes.

On the spray can:
It's just a regular spray can with a label on it. Also, Delphyrion's last name is Arcanis. Hence, ArCANis, get it?

Artifact description:
ArCANis Spray Can - Just a spray can with a colourful label. What's important is Delphyrion's addition to the contents: a rubbery substance that sprays out in a rainbow mist.


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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.

Car keys.

Created by Vicor Gibberson, given to Eric Baron.
A pair of standard issue car keys, once called it will appear as a modernized police Plymouth Volare.

* Appearance: The vehicle appears as a Plymouth Volare in a drab sheirrf brown. The Plymouth Volare has a Black bull bar on its front. The car has off-road tires a modern police light bar on top, along with speakers and a spotlight. The car has the El Paso police department logo on its outside (doors, hood, and roof). The seats are made out of cheap light brown leather, the dashboard has a speed camera, and radio gear. There are separation bars between the driver and the back seat. (filled in with bulletproof glass and metal bars). The front windshield has stickers for the local police department, along with a Sons of Salem sticker and an aged sticker for an El Paso-based insurance company.
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* The car's diet and addictions: The Valor prefers fuel from the Valero Gas station in El Paso. However, it seems 'fine' with gas from the Shell. The car goes in to withdraw after a time without gas from Valero Gas station, This seems to be 'helped' if it is fueled with leaded gas, however, this seems to cause another addiction to surface.
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* Personality: The car is generally rather stubborn, along with this the car also has a short fuse causing outbursts ( Its outbursts can go from refusing to work properly to running people over, Go wild GM) this normally happens when the car doesn't get what it wants for prolonged periods, or when encountering something it doesn't like or doesn't understand. Through the years it has moved on to new things to hate primarily jumping on to new waves of media-sponsored panic, Its current main hate is Non Humans and Modified Humans (The car seems to be more stubborn along with a shorter fuse with said persons, GM again feel free to go wild)

Built-in a time of hate and fear, used to suppress new ideas. Info fed to it through sources of hate and fear, it has known nothing else to it through its life, and now in its old age, it reflects that hate and fear onto the world. One could say it is more like a scared old man than anything else.


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

This Plymouth volar has Modernized Plymouth volar. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

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

Stock Legendary Artifacts

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.

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.

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.

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 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.