Legendary Artifact

Collective Sin

Created and held by Jorge Cruz.
A Gas Propelled Spinal Harpoon, the haft made of the spine of a fishlike hybrid, gasoline propulsion tied behind its jagged metal tip

The user throws the harpoon, propelled like a rocket by its junkyard modifications, and the spine explodes with a jet of briny water to aid the propulsion. If the user flexes their hand and pulls, the waterjet pulls the Harpoon back into their grip like the retracting of a chain.

This spear was made of the spine of the fish woman Jorge and his crew ate that one fateful night, when starving they engaged in the sin of mythological cannibalism.


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:

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

  • 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.

Jorge consumed the Kuliltu, and made its spine into his harpoon. Ever since that fateful night where he partook of its body with the crew, he’s felt it like a part of his own body. Flesh of his flesh and blood of his blood.


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 this Artifact has no living 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.

Community Artifacts

Nathan’s Body and Mind Stabilizing Band

Created by David Vance, given to Nathan Hong.
Body and Mind Stabilizing Band: Synchronizes a person’s “shell”, the outline of their soul, with their body and now mind (thanks to a necromantic technique for Soul finding that seeks out a more complete version of a person’s “elemental) to keep them focused. Appears as a metal band bracelet with a human outline shaped hole in it, with a halo having been carved out around the head of the outline. A small maker’s mark on the inner rim reads “For Nathan, gifted in trade”.

When the band made by the above ritual is worn, it occasionally (every 4 hours or so) briefly flashes a translucent outline of its wielder’s body at peak condition (this is their “elemental”, the shell or outline of their soul), and the wielder is able to focus as if they themselves were at peak condition.

The band captures a person’s elemental, the shell of a person’s soul that is left behind in its movement, according to some of the occultist Helena Blavatsky’s teachings. By briefly redisplaying this shell over the user’s form, the user can synchronize their body with their soul at a healthier time. A necromantic ritual for “soul finding” has recently allowed David to find a more complete version of a person’s elemental, allowing this technique to synchronize a previous healthier mind as well.


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

Your Stress from Injuries and Mind Damage is reduced to 0.

Magnetic Visor

Created and held by Kanni.
A magnetic visor that attaches to any metallic surface.

The Contractor punches the ground, the visor detecting the soundwaves emitted and how they react with the different compositions of matter density. relaying that to a internal database for reference.

Soundwaves ping off different levels of density of material, footprints compress soil, etc.


Exert your Mind (unless you win a coin flip) and spend 2 Actions. Investigate an area with a radius of up to 500 feet You must use up Two AA Batteries in order to activate this Effect. 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. At the end of your investigation, roll Brawn + Melee 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.
  • 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.

You cannot investigate the same area 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.

The visor is modified to receive electrical signals from outside sources, translating it into something a being can comprehend.


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

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Bane of the Predator

Created by Dr. Rhea W. Alister, given to Lucian Evermore.
A thin mechanical hand with a stained wooden exterior, a deep red reddish black like cherry. In a pinch the wielder can push a puff of mildly toxic spores from the moss growing in the cracks and use it to temporarily stun an enemy. [Grindhouse: Handheld Taser]

These limbs consist of thirteen titanium segments that swivel around on omnidirectional ball joints, each one smaller than the other and tapering off to a point at the end. It straps onto the body using a specialty harness designed to sit under arms or over the stumps of missing limbs, and is prehensile enough to grab onto objects, and the arm can position the lower joints to move along its surface, working like fingers or toes on this limb.


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 handheld taser.

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.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

Drill Beat Mixtape

Created and held by Zeke (ZMan) Mandela.
Just a speaker with a bunch of drill/hip hop beats. Black, gold and bronze, it's a ZedMan official Speaker.

Switches on the Beat, and you're immediately going be dissed the hell by the ZedMan themselves.


Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma-Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain the fear of confrontation as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • 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.

Justification Enforcer

Created and held by William Robbehod.
Is a specifically for Zorro designed adaptation of a thrusting sword, a polished sterling silver desert eagle engraved with a "Z" at the handle and "Justification Enforcer" lettering to the tip.

When wielding his Justification Enforcer, no matter as which gun it appears, and it it used, it polished silver turns all black.


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

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

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Dead Eyed Stare - Like a racoons face the skin surrounding the eyes turn pale black. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • 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.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • 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.
  • 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.

Stock Legendary Artifacts

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 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.

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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.

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.