The Alternative When finesse won't serve you, brute force tends to.

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An extraordinary bow.
Used by Adrannis, Created by VelcroGnome.
On Legendary Artifact Shadequiver, Bane Of Mooks.

Loosing a translucent arrow of inky blackness from your technical marvel of a weapon, you resist the urge to smile as you hit your mark dead-on. And dead really is the operating word, as your former obstacle crumples soundlessly to the floor. The satisfaction of a job well done almost overrides the stinging marks on your face. The shadows need more from you than just competence.

[Disfiguring]: Possession of this artefact causes the wielder to manifest inky-purplish-black pockmarks across their face. While summoning the arrows for this bow, the marks will sting ever so slightly, as the user's skin decays to fuel the weapon. It is slight enough to be barely noticed, even over long periods of time, but this bow does indeed use the archer as its ammunition.


This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into a keychain sports motorcycle and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +1 Weapon Damage. Attacks do not require a successful called shot to do damage.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Disfigured - Shadow Decay. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • 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.

Community Legendary Artifact Gifts

Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • 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 can interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 6 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Arms and hands twist in weird ways.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 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: Medic! You must roll Self-Control to not immediately attempt to Stabilize any wounded person.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Bane: Injuries dealt to Murderers are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • 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.

Exert your Mind and spend an Action to activate.

You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.

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

While active, you may choose to use glib tongue. When you do, anything you say (even gibberish) will be exactly what the target wants to hear. You gain no understanding of what that might be.

“If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.

  • 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.

This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into The Artemis Pendant and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: No suffering fools: If you see someone bungle a task, you must roll self control at difficulty 8 not to berate them viciously, and during this episode you fail to notice anything else.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • The attack must be the primary form of attack for this weapon.
  • 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 Artifact Gifts

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.

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.

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.

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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • 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.

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.