Charon's Ferry “Don't wait on the beach for the ferryman for he will find you where you lie.” ― Anthony T. Hincks

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An extraordinary Bone Boat.
Used by "Widow" Stryker, Created by SeedofEntropy.
On Signature Item Charon's Ferry.

As in times of old, The Ferrymen have their craft in which they may ferry the lost souls into the Elysian Fields. Times have changed, as have the concepts of these shepherds of souls.
Widow's Ferry appears to as a pleasure boat made of bone. The interior is set up for relaxation and comfort.


This Artifact can be used as a Bone Boat. It is roughly the same size as a Bone Boat but can be collapsed into small wand made of bone and concealed. Collapsing or expanding it costs a Quick Action. Unless passenger's must hold 2 coins, this Artifact behaves as its mundane counterpart.

This Bone Boat has speed boat motor. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • 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.

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

Community Legendary Artifact Gifts

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!

Exert your Mind and spend an Action. Select a door, lock, or locked target within 300 feet. Cannot be used on Alien technology. You must use up $1000 in order to activate this Effect.

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

You can open and close doors which are already unlocked at your full range with no Exertion cost.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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 1 minute to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

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

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons always deal a minimum of 3 Weapon Damage.
  • Track And Field: If you move at least 25 feet in one direction before making a thrown attack, your throwing roll is made with +4 dice instead of the standard +2.

Spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless Target must have favorable feelings towards the user.. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by Infatuation. They will outwardly display their emotions in an obvious and visible way.

Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Chain of Screaming: About 30% of average people will fail a Self-Control roll. A target that successfully resists is immune to this activation of the Effect. Cannot spread back to you.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

Stock Legendary Artifact Gifts

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 +4 Weapon Damage. The target's Armor is fully effective against this 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 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.

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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Silencer: Shots you fire can 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.

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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 Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.

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, Direct, 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.