Field Modifications "Field modifications are not strictly sanctioned, but repairs are perfectly acceptable."

2
Requires Seasoned
This Artifact allows you to enhance your tools beyond mundane limits.
Used by Henry Armitage, Created by Polymorph.
On Legendary Artifact Stellar Navy Fleet Officer's Uniform.
( You must actively and obviously be using up a rod of pure carbon. You must obviously use this Artifact to activate this Effect. When activating this Effect, this Artifact is obviously Alien and cannot be concealed under your clothes or similar.)

Setting down the item to be upgraded along with a rod of carbon on top of it to serve as resources, a set of phased arrays in the cuff of his wrist begin to scan over the object, slowly disintegrating the carbon and integrating it into the object, upgrading it as they go. Carbon isn't quite the right material to use - even transforming it into other elements to use - but it tends to break down within the day.


Expend a point of Battery and spend a minute. Select a Device within arm's reach. Can be used on Alien technology. You must use up a rod of pure carbon in order to activate this Effect. Cannot be used to improve Armor.

Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

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.

  • Upgrading Alien Devices does not add bonus dice to any rolls related to the Device’s passive or activated Effects.
  • 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.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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.

Community Legendary Artifact Gifts

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

You gain 3 additional limbs that function as standard human arms and hands.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

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

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.

Spend an Action. Select a Living or Animate target within arm's reach. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:

  • Specialized: You receive +3 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a backpack.
  • Armor: You have 3 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a backpack.
  • Zippy: Your Free Movement is increased by 15 feet.
  • Maws and Claws: Your unarmed attacks do +3 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

You may end this Effect prematurely as a Free Action.

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

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Withered Hands / Soft Spot: Writing in the ledger has weakened your hand over time. Called shots against your left hand do +2 damage. If an attack hits you which could conceivably hit your left hand, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage and Necrosis / Feeble Constitution: The ledger's curse has drained you of your life and imparted partial necrosis on your body. Your immune system and/or vitality is especially feeble. You have +2 Difficulty on any and all Body rolls you make. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Your alteration "heals" over the course of the next month, after which it is fully cured.

In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • 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 Wanderer forged the Witness out of Halo steel & Hell's own jewels. It is a terrible burden to bear.

Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach that has died within the last month. 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 which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls. They must Concentrate to be seen or heard. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.

The creature lasts until it strays at least 80 feet from the chosen place, person, or item 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 Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.

Your risen ghost may "rest" inside the object, location, or person they are bound to and emerge whenever they wish. A maximum of one ghost may hide in a given shackle at a time.

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: Tinnitus (ghost voices). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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: Last Wish: If a ghost or dying person makes a request of you, you must roll Self-Control to not fulfill it. If they lose possession of this Artifact, the Trauma heals over the course of the next 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.

Exert your Mind and spend an Action or Reaction. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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.

  • 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.

Tara's hunter manual did provide some helpful info for where to find the magical ink used to make something supernatural out of something regular.

This Artifact can be used as a crossbow. It is roughly the same size as a crossbow and just as difficult to conceal.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. Attacks do not require a successful called shot to do damage.

You also gain the following effects:

  • Ultra-Shot: Spend one Action preparing an attack. This does not count as Aiming. Next Round you may make an attack as though the range of this weapon was 1200 feet
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • 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

Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time 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.

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

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

Expend a point of Battery and spend an Action or Reaction.

You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

You leave a golden glow shaped like yourself at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take 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). Your target should be intuitively based on the triggering event. 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 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.