Along your travels, you may find wondrous artifacts amongst your treasures. These an include the blessed weapons of ancient heroes, tinctures which represent the life's work of long-gone alchemists, or intelligent clothing able to provide the wearer remarkable powers when they feel like it. Whenever you find one of these wondrous items, you may add it to your playbook. Artifacts are separated into categories based on how they are used and what form they take.
In general, any artifact except potions and scrolls (which are single use) may be used like any other piece of equipment. Whatever actions having that item would allow you to perform, you may attempt. You may spend that item to make an action safe or to negate the complications of an action, and you may recover that item from spent as part of downtime.
Potions: Potions are incredibly powerful magical effects distilled into a single drop of liquid. Most are under an ounce, and will be securely contained within a glass or ceramic vial. If you're lucky, the vial might have a label on it to let you know what it does. When you drink a potion to either perform an action, make an action safe, or negate a complication, the magical effect contained within will impart itself upon you. Most potions are potent enough to last until the end of the scene. Drinking a potion destroys it, so instead of marking it spent you should remove it from your playbook after it is used (including to simply perform an action).
- Healing Potions: Healing potions are very common potions, as many alchemists have devoted their lives to pursuing the elixir of immortality. These failed experiments still retain miraculous power to mend the body. Healing potions have a special use case: drinking one immediately removes a single injury level from one of your limbs. If the potion is implied to be enhanced, greater, or otherwise extra potent it instead removes up to three injury levels of your choice from amongst any of your limb.
Scrolls: