Legendary Artifact

Replika Chestplate

Created and held by Eins.
A white chestplate with red straps, functioning as a lightweight armor plate with a vital monitoring system attached to it, capable of attaching many various equipment to it via the straps

Eins's armored plating gains a small sheen like its been taken care of properly.


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

You have 5 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.

Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

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

Community Artifacts

Rune-Inscribed Bracelet

Created by Jacob Sterns, given to Gregor Eriksson.
A stainless steel bracelet with grey runes carved into it.

An object brandishing these neuron-like engravings infuses the wearer with a magical energy that let's them stay mentally active for 24 hours a day. The user can also decide to put themselves into a sleep-like full body stasis, making them independent from any need for resources, while keeping their mind awake.
If you want to study faster, 30% more waking hours are a very efficient way to do it.

These magical markings let the body synthesize an unknown chemical which keeps the glymphatic system active during waking hours, so body and mind are able to keep functioning without restriction.


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

You no longer require any sleep in order to survive. You no longer age naturally, and supernatural attempts to age you fail.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.

Heart

Created and held by Aiden Hammond.
A small silver ring on my left ring finger that forms a heart

After I touch any part of the patients body with the hand with the ring on and with the intent to use my gift a string grows from the ring and enters the patients body. Over 30 seconds the string makes its way to the patients brain and calms the mind of the patient. Can be interrupted by anyone breaking the string or separating my connection to the patient.


Expend a point of Battery to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Bracelet of Constant Function

Created and held by Gimmlin Artstet.
A loose, green bracelet that has an ethereal glow to it.

An item enchanted with this effect will have an ethereal green glow, though not enough for any significant sort of light. Touching the object is energizing, and supplies the wearer with unending function.


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

You no longer require any food, water, or sleep in order to survive.

Titan's bane

Created and held by FERGAL.
Currently Lost.
H

A very large battle ax made out of bone


This Artifact can be used as a great sword / giant axe. It is roughly at least twice as large as a great sword / giant 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.

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.
  • Lasersaber: Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 1 Action for material demolishable with a crowbar or sledgehammer, and 2 Actions for other materials (like steel).
  • 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.

  • 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.

Hope necklace

Created and held by Éva.

When fighting enemies, Éva will transform her necklace into a beautiful green sword.


This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into a necklace and concealed. Collapsing or expanding it costs a Quick Action.

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

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: must pet any cat sized animal. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
  • 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.

  • 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.

Stock Legendary Artifacts

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.

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.

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 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.

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.