Legendary Artifact

The Mudnomicon

Created and held by The Mud Wizard.
The Mudnomicon is a small tome covered in mud, a small face is visible on the cover that is smiling. The pages are covered in mud and seems to be weirdly resistant to mud or water.

The mud tome rises to his side and begins to thrust mud above itself in a small orb.
The orb starts to shape and contort, revealing images in its shape.


Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Alertness at Difficulty 6.

You learn the following information about the area:

  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
  • 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.

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.

!


Exert your Mind and spend an Action. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends.

You create a hemispherical dome of Nexus of wrapping mud tendrils originating at your Location, with a radius of 200 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:

  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
The zone expands immediately to its full size from the chosen Location and will spread to fill the entire area regardless of any barriers or cover.

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Mud seeping out of the Wizard's Orifices.

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: Mud is Life and The World Shall Know Mud. 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.
  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Mud is slammed into the lock or buzzer, and it opens, the door was technically mud once after all.


Spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.

You may lock, unlock, and/or open your target.

  • 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.

MUD GOLEMS.


Exert your Mind and spend an Action.

Summon up to 3 Non-Sapient, Animate Mud Golems at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +4 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 6 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

The Mudnomicon floats effortlessly around The Mud Wizard


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.

Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.

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.

  • The Artifact can fly at a maximum speed of 100 feet per Round and only towards its true owner. This does not grant the Artifact its own Action or Reaction, and it moves at the same time as its true owner’s Movement.
  • "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

Jury Rigged Injector

Created and held by Alice Abernathy.
This appears to be an epinephrine auto-injector, or at least it was. It's been modified, its contents replaced. The needle is questionably clean. A small white label is applied to it, and in sharpie, is written 'ALICE ABERNATHY.' In smaller text under it, barely legible, is 'BATCH 27, REV A9, RGE-S'

The injector plunges in. Rapid onset fever, elevated heart-rate, some hyperventilation. It settles, typically. The retrovirus isn't perfect. But for the moment, it's good enough. The outcome is striking. Skin or fur blotches, growing patterns that settle into something resembling the background. A formless shape. With an act of will, it can change. Thickened padding, making one silent, or modified sweat glands, eliminating your scent.

It doesn't last forever - not this revision, at least. The body doesn't like it, fights it. Takes it about a half hour to win, on average. But for that time, you're pretty hard to spot.


Exert your Mind and spend one minute.

You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.

  • 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.
  • Smell and taste: You are completely obscured from smell and taste. You do not leave scent trails while this Effect is active. All attempts to detect you via smell or taste fail. Attempts via other senses where smell or taste would assist are rolled at -2 dice.

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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

This Gift does not affect your clothes or equipment.

  • 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.

The magician´s hat

Created and held by Dai "Fantasio" Valentino.
Fantasio´s top hat

When someone puts their hand in Fantasio´s hat, they can take out a rabbit or a pigeon, there can be at least 2 rabbits active at the same time. This rabbits can follow any commands (that they are capable of) given by the person that took them out. These aren't normal rabbits; they are capable of exploding when given a command by the person who summoned them.


Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless Someone takes them out from the hat.

Summon a single Rabbit or Pigeon at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice. Your minion is able to explode with a 7-dice pool.

Prototype: Viper

Created by Sara Gause Viper, looted by Lilith (Lily) Weider.
Currently At home.
This cybernetic limb incorporates unknown, possibly alien technology.

A black and green cybernetic arm. A dart gun module in the palm fan fire syringe like darts (Payload of 6 before reloading). The arm has a Tillinghast Resonator incorporated within that can allow it to reach through solid objects - there is a notable vibration apparent when this function spins up, & frequent users report hallucinations or other mental aberrations induced by Tillinghast Radiation - shielding has been improved in later trials.

Project Report: The framework for the VIPER protype is complete. Blood Turbines will power the Tillinghast Resonater, which will further power the arms through controlled emissions of Tillinghast radiation! We have just anesthetized Sara, telling her she is going to get braces...my hands tremble on the scalpel. Where my daughter had but weak, fragile flesh she will soon hold the legacy of our work!


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

Your extra appendage can be used to attack in exactly the same manner as a Taser and Dart Gun.

Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

  • Your limb's incorporeal-ness doesn't enhance your attacks in any way.
  • You may stretch or retract your limbs once per Round on your Initiative.

The Viper prototype can charge plasma collected from the interior blood turbines with Tillinghast radiation. This material can be injected into an injured subject, where the proto-plasma then seeks & replaces damaged tissue - becoming whatever is required. The injection of T radiation can cause confusion with higher planes, which can erode the sanity of the weak mined.

Project Update: This is a marvel of hyper geometry - my husband & I have decided to forgo further animal trials & test it on wounds surgically inflicted on Sara - if her mind is anything like ours, she will endure the cojoined reality without issue.


Expend a point of Battery and spend 2 Actions to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 5.

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.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

  • 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.

The Tillinghast Resonator can warp space around the wielder, although doing so breaches so-called "Tillinghast Space" allowing creatures that move freely in alternate dimensions to be seen, & in some cases, see us. The field of warping, shifting reality will protect the wielder from harm, & the creatures from beyond may attack those who interact with the area of warped space - often in a violent manner.

Project Note: We are ready for the final test! We acquired rifles to test the event horizon of the Tillinghast Field! Not a moment to soon, as Sara has become all but useless now, a gibbering wreck. No matter - once they see the T-Field eat a hail of bullets fired at a helpless girl, they will be unable to doubt our brilliance!


Expend a point of Battery and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect. Roll Intellect + Science at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You 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.

Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a field of corsucating energy engulf the wielder, in which alien creatures swim through alternate paralell dimensions.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

The Tillnghast Resonator within the Viper prototype can charge darts with T radiation, allowing them to "slide" across extra-dimensional space. While this does involve a risk of T-Radiation to the environment, that concern was tabled for later development.

T Radiation can allow a single dart to carry greater payloads, arc over obstacles, ignore firing conditions in local dimensional space, & strike with unnatural accuracy, in part guided by the will imprint on the wielder.

Project Report: The Resonator is a wonder! We should be able to pull any defense contract we can find once they see the applications of the arm & it's cybernetic guidance system. Sara complains about hallucinations & has begun prattling about some imaginary friend she calls "Chitari" - I will need to increase the shielding in later models.


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

You receive +2 dice to all rolls using Dart Gun. Reloading is considered a Free Action.

You also gain the following effects:

  • All-Terrain Archer: Your attacks made with Dart Gun never suffer penalties due to movement or environmental conditions. This includes sprinting, climbing, firing in the rain, etc.
  • Arc the Arrow: You may attack targets who are behind cover without any penalty.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Payload: Your projectiles can carry a payload of up to 3 lbs without a penalty.

Elite Eyewear

Created and held by Thief (7H13F).
A pair of sunglasses designed in the shape of the Pit Viper Brand. They are solid black and function akin to ‘Google glass’ or the ‘Apple Vision Pro’ and are capable of interfacing with a nearby smartphone to match its functionalities (less efficiently).

A series of neon-green numbers and letters flood rapidly down the lenses of the sunglasses. This jumbled macro-condensed code is then simplified and ‘gameified’ for the user’s ease of access. Upon completion, the Elite Eyewear’s then provides a digital display and interface — allowing for access and manipulation of the hacked device.

Hacking is freaking hard… So why not make it easier? At the end of the day, I’m a gamer — and with this power, even the most complicated system is like putty in my hands… as long as it’s within range, anyways. Sure, it might take a minute but hacking is freaking hard, OK?? Give me a break…


Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

  • 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 user briefly supercharges the Elite Eyewear, causing the world to take on a slight transparency through the lenses — the lenses themselves briefly lose their solid black opacity while the ability is active.

A big range is only as useful as an extensive line of sight. With this, the glasses can hack through walls, flip off or on a light switch in a neighboring room, or even access someone’s phone from inside their pocket.


Exert your Mind and spend an Action.

You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • 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.

Demon's Gullet

Created and held by Barley.
A purple burlap sack with a old string used to tighten it closed, as well to carry over the shoulders. The sack has a vague design of a mouth on it.

The sack is always cold to the touch, and when opened it, the sound of rushing wind can be heard.


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 but cannot break free.

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.

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: Kleptomania. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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

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

Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.

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.

This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.

You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

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.

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.