TEXT:  
   
   
   © 2020 Stefouch Gaming Lab 
   
   
  MYTHIC ARTIFACTS 
  VERSION 1.0 
   
   
   
   
   
   
   
   
   
   
  PLACE IMAGE HERE 
   
   
   
   
   
   
   
   
   
   
   
  Pew Pew! 24 new unique artifacts for Mutant: Year Zero, inspired by 
  Forbidden Lands (with special effects, drawbacks and artifact dice).  
  For GM’s Eyes Only! 
   
  by Stéphane Van Cauwenberghe 
  (Stefouch) 
   
   
  
   
  MYTHIC ARTIFACTS 
  ii 
   
  AUTHOR 
  Stéphane “Stefouch” Van Cauwenberghe 
   
  COVER ART 
  Hans Braxmeier from Pixabay 
   
   
  PREFACE 
  Thank you for your support! 
  By acquiring this document, you prove that this work is appreciated and worth improving. 
   
  Please, don’t hesitate to share your feedback. 
   You can reach me under the following social platforms: 
  Twitter: 
  twitter.com/stefouch 
  Facebook: 
  facebook.com/stefouch 
  Reddit: 
  u/Stefouch 
  Discord: 
  Stefouch#5202 on the Year Zero Worlds server 
  Website: 
  stefouch.be 
   
   
  SEE ALSO 
  Sebedius. A Discord bot with command utilities for several Year Zero games. 
  https://github.com/Stefouch/sebedius-myz-discord-bot 
   
  Find My Path. A web application for managing the map of the Zone. 
  https://stefouch.github.io/myz-zonemap 
   
   
   
   
   
   
   
   
  © 2019 Cabinet Licensing LLC. MUTANT and related logos, characters, names, and distinctive likenesses thereof 
  are trademarks of Cabinet Licensing LLC unless otherwise noted. Used with permission under the Community 
  Content Agreement for Free League Workshop. All rights reserved. 
   
  All other original material in this work is copyright 2020 by Stefouch Gaming Lab and published under the 
  Community Content Agreement for Free League Workshop. 
   
   
  
   
  MYTHIC ARTIFACTS 
  1 
   
  This document contains a described list of very 
  rare artifacts (mythic/unique) inspired by the ones 
  from Forbidden Lands (another game published 
  by Free League). They have special features tied to 
  their story. These artifacts should be very hard to 
  find.  
   
  FOR THE GM’S EYES ONLY! 
  Many artifacts displayed here have hidden cool 
  effects and big drawbacks. Don’t read further if you 
  are going to be a player, since doing so will ruin the 
  fun of discovering these secrets in-game. 
   
  SPECIAL FEATURES 
  Energy Device/Weapon: Powered by electricity, 
  requires a power source to work (see Mutant: 
  Mechatron, page 86; or Mutant: Elysium, page 73). 
  The energy artifacts listed here require an E-PACK 
  (artifact, see Mutant: Genlab Alpha, page 136; or 
  Mutant: 
  Mechatron, 
  page 
  142; 
  or 
  Mutant: 
  Elysium, page 135). A weapon loaded with an E-
  PACK can be fired multiple times – but if all rolled 
  Gear Dice show 💥 (on the initial roll, not after 
  pushing, and not including the Artifact Die), the E-
  PACK is exhausted. If this happens, the attack then 
  has no effect, and the weapon cannot be fired again 
  until the E-PACK is replaced or the weapon is 
  connected to another power source. In the Zone, E-
  PACKS are rare artifacts, and quite expensive on the 
  black market. 
   
  Electronic Artifact: Some artifacts are noted as 
  electronic. Any attempt to REPAIR an electronic 
  artifact without the Electronic Tools (which is a 
  separate artifact, see Mutant: Genlab Alpha, page 
  135; or Mutant: Mechatron, page 142; or Mutant: 
  Elysium, page 135) gets a −3 modification. 
   
  Armor Piercing: Some weapons are effective 
  against armor. When rolling for armor if hit by 
  such a weapon, the Armor Rating is counted as 
  three steps lower than normal. 
   
  Artifact Dice: Usually, gear only adds extra D6 to 
  your roll. However, there are powerful artifacts 
  that add an extra D8, D10, or even a D12, in addition 
  to the normal Gear Dice. Artifact Dice can be 
  pushed as normal and are never degraded by wear. 
  Items that give you Artifact Dice to roll are divided 
  into three categories, depending on the type of 
  dice they give: 
  K D8: Mighty 
  K D10: Epic 
  K D12: Legendary 
  When you roll an Artifact Die, any result of 6 or 
  higher counts as ☢. Really high results count as 
  several ☢. See the table below. 
   
   
  ARTIFACT DIE 
  RESULT 
  D8 
  D10 
  D12 
  6 
  ☢ 
  ☢ 
  ☢ 
  7 
  ☢ 
  ☢ 
  ☢ 
  8 
  ☢ ☢ 
  ☢ ☢ 
  ☢ ☢ 
  9 
  — 
  ☢ ☢ 
  ☢ ☢ 
  10 
  — 
  ☢ ☢ ☢ 
  ☢ ☢ ☢ 
  11 
  — 
  — 
  ☢ ☢ ☢ 
  12 
  — 
  — 
  ☢ ☢ ☢ ☢ 
   
   
  
   
  MYTHIC ARTIFACTS 
  2 
   
  NEW RULE: DISEASE 
  When exposed to a dangerous contagion or 
  infection, you need to roll an opposed roll for 
  ENDURE against the Virulence rating of the disease. 
  This is called a sickness roll. A typical disease has a 
  Virulence of 3, but there are diseases with much 
  higher ratings. If you fail the roll, you fall SICK, 
  which has several effects: 
   
  K The day after the infection the disease breaks, 
  at which time you suffer 1 point of damage and 
  1 point of fatigue. 
  K You can’t recover your Strength or Agility 
  while SICK. 
  K Make another sickness roll once per day. Each 
  failed roll means you suffer another point of 
  trauma to both Strength and Agility. 
  K If your Strength is Broken when SICK, you die 
  after another day if you don’t get well before 
  then. 
  K As soon as you succeed at a sickness roll, you 
  are no longer SICK. Stop rolling sickness rolls 
  and recover your attributes normally. 
   
  Medical Aid: If you are cared for by someone 
  during your sickness, this person can roll your 
  sickness rolls instead of you. The healer rolls for 
  their HEAL skill against the Virulence of the disease. 
   
   
  THE MYTHIC ARTIFACT TABLE 
  You can roll a D666 on this table to randomly 
  determine what artifact a PC finds. There are 24 new 
  artifacts. 
  D666 
  ARTIFACT 
  111–122 
  Antibiotics 
  123–134 
  BFG3K Pacificator 
  135–146 
  Biological Agent Vial 
  151–162 
  Boomstick 
  163–214 
  DL-44 Heavy Blaster Pistol 
  215–226 
  Geiger Counter 
  231–242 
  Gertrud Sledgehammer 
  243–254 
  GreenFox Vibroblade 
  255–266 
  Guy Fawke’s Protest Mask 
  311–322 
  Invisibility Cloak 
  323–334 
  LNSHR Helmet 
  335–346 
  Lucille, the Barbed Bat 
  351–362 
  Mallet Hoverboard 
  363–414 
  Morphal Blade 
  415–426 
  Mutagenic Agent M0-7483N.85 
  431–442 
  M31A Motion Tracker 
  443–454 
  Quantum Entrapment Orb 
  455–466 
  RotAway 
  511–522 
  RotClean 
  523–534 
  Svalinn Electroshield 
  535–546 
  TST ChemRail 
  551–562 
  Walkies-Talkies 
  563–614 
  Widowmaker 
  615–626 
  Zonedex PDA 
  631+ 
  Re-Roll 
   
   
  
   
  MYTHIC ARTIFACTS 
  3 
   
  ANTIBIOTICS 
  A not-so-old bottle containing a few white pills. 
  They look like sweet candies. Titan Power’s 
  citizens are used to eat these drugs to heal any 
  diseases. 
   
  Effects: When eating these pills, you get a D8 
  Artifact Die and a +1 modification on your next 
  sickness roll that day (see page 3). If the roll 
  fails, you still don’t suffer traumas from the 
  sickness this time. There are only enough pills 
  left for D6 doses. When you have consumed 
  them all, you must discard this artifact. TINY 
  item. 
   
  Drawbacks: Side effects render you sleepy. On 
  eating you suffer 1 point of confusion. 
   
  DEV Requirement: Technology 20 
  DEV Bonus: — 
   
   
  BFG3K PACIFICATOR 
  The “Big Fury Gun” 3000 is an experimental 
  weapon designed by Noatun and initially planned 
  to equip warfare robots. It’s a large energy 
  weapon that fires giant balls of radioactive green 
  plasma. It causes major damage to most types of 
  targets and can clear an entire room of foes in 
  one use. A direct hit from it is often an instant 
  kill. 
   
   
   
  Effects: HEAVY weapon with Gear Bonus +1 to 
  SHOOT, and a D12 Artifact Die. Throws at the 
  target an explosive discharge (Blast Power 12, 
  weapon damage 2). If the attack roll failed, 
  consider the detonation occurred at SHORT 
  range. Everyone within the effect radius also 
  suffers one point of Rot. LONG range. No reload 
  needed. Electronic artifact. 
   
  Drawbacks: The weapon uses military-grade 
  Plutonium as an energy source (no E-PACK is 
  needed). It is very radioactive. At the end of the 
  day, the weapon’s bearer will get one point of 
  Rot. If the weapon has been fired, its user will 
  suffer one additional Rot Point at the end of 
  combat. Moreover, if the weapon is damaged 
  (e.g. by pushing a roll), it will explode at the end 
  of the next turn after an overheat alarm (Blast 
  Power 9, weapon damage 2, Rot 1). 
   
  DEV Requirement: Technology 90 
  DEV Bonus: Technology +D6, Warfare +D6 
   
   
  BIOLOGICAL AGENT VIAL 
  A biological agent vial with a ☣ symbol on the 
  side and “BSL-4” markings. The vial seems old, 
  but the strain might still be virulent. 
   
  Effects: Contains a disease with Virulence rating 
  2D6+2 (see page 3). Use with extreme caution. 
   
  DEV Requirement: Technology 20 
  DEV Bonus: — 
   
  
   
  MYTHIC ARTIFACTS 
  4 
   
  BOOMSTICK 
  A sawed-off energy-propelled firearm with two 
  heavy barrels. Precursor of the first energy 
  weapons, the Boomstick is fearsome at close 
  range and inspires awe in every person at the 
  wrong side of its barrels. This model was 
  designed by a scientist named Pr. A. Williams, 
  who baptized his creation after one of his favorite 
  horror movies. 
   
  Effects: Gear Bonus +3 to SHOOT and weapon 
  damage 3. Variable Artifact Die according to 
  the distance to the target: D12 at ARM’S LENGTH 
  range, D10 at NEAR range, and D8 at SHORT 
  range. Due to the impact power, anyone hit by 
  this weapon will fall prone. Can be fired twice 
  before it needs to be reloaded. Energy weapon 
  with ammo. Electronic artifact. 
   
  Drawbacks: Despite being an energy weapon, the 
  Boomstick still uses bullets, and needs to be 
  reloaded after every two shots. The weapon’s 
  recoil is also monstrous; if one or more 💥 are 
  rolled on the Gear Dice from the SHOOT roll 
  (even before pushing), you suffer 1 point of 
  fatigue. 
   
  DEV Requirement: Technology 70 
  DEV Bonus: Technology +D6, Warfare +1 
   
   
  DL-44 HEAVY BLASTER PISTOL 
  The blaster pistol fires cohesive bursts of light-
  based energy called “bolts,” delivering massive 
  damage at close range. However, it overheats 
  quickly. 
   
  Effects: LIGHT weapon with Gear Bonus +2 to 
  SHOOT, weapon damage 3, and a D8 Artifact Die. 
  SHORT 
  range. 
  Energy 
  weapon. 
  Electronic 
  artifact. 
   
  Drawbacks: Any 💥 rolled on the Gear Dice (even 
  before 
  pushing) 
  means 
  the 
  Blaster 
  is 
  overheating and cannot fire on the next turn. 
   
  DEV Requirement: Technology 70 
  DEV Bonus: Technology +D6, Warfare +1 
   
   
  GEIGER COUNTER 
  A Geiger counter is an instrument used for 
  detecting and measuring ionizing radiation such 
  as alpha particles, beta particles, and gamma 
  rays using the ionization effect produced in a 
  Geiger-Müller tube, which gives its name to the 
  instrument. 
   
   
   
  Effects: Gives the Rot Level of the sector on use. 
  Energy device. Electronic artifact. LIGHT item. 
   
  Drawbacks: After each use, roll two Gear Dice. If 
  both dice shows 💥, the battery is drained and 
  needs to be recharged by connecting it to an E-
  PACK or some other power source. 
   
  DEV Requirement: Technology 50 
  DEV Bonus: Technology +D6 
   
   
  
   
  MYTHIC ARTIFACTS 
  5 
   
  GERTRUD SLEDGEHAMMER 
  Manfred Warburg, responsible for power plants 
  and energy supply in Elysium I, commissioned a 
  special two-handed sledgehammer for his fiftieth 
  birthday. He specifically asked for a design 
  inspired by the Mjölnir, the legendary hammer 
  of the god Thor from the Ancients’ Norse 
  mythology. The weapon’s manufacturer created 
  a special peen which delivers on impact a 
  powerful 
  orientated 
  implosion, 
  capable 
  of 
  shattering walls and metal structures. The 
  manufacturer got the bad idea to push the 
  likeness too far and used very heavy materials to 
  forge the weapon. Manfred Warburg failed to lift 
  the hammer when he tried to at his celebration. 
  He really didn’t like the joke and used his 
  resources to force the manufacturer to go 
  bankrupt afterwards. Still, Manfred dubbed his 
  hammer after his thickset cousin Gertrud 
  Warburg, leader of the House Warburg. 
   
  Effects: HEAVY two-handed weapon with Gear 
  Bonus +2 to ASSAULT and FIGHT, weapon damage 
  3, and a D10 Artifact Die (D12 against vehicles). 
  Ignores all armor, both worn and natural. 
  Worn armor is destroyed if an attack from the 
  hammer inflicts 3 points of damage or more. 
  The hammer can even shatter solid stone. 
  Energy weapon. Electronic artifact. 
   
  Drawbacks: The Sledgehammer is very unwieldy 
  and requires Strength 5 or an Energy Armor 
  (see Mutant: Elysium, page 76) to be handled 
  without penalty. A fighter with Strength 4 can 
  wield the Gertrud Sledgehammer, but suffers a 
  −2 modification. Weaklings of Strength 3 or 
  less cannot use the weapon. If Gertrud is not 
  used with a power source or without the DEV 
  requirement, it is considered a simple two-
  handed 
  sledgehammer 
  (Gear 
  Bonus 
  +2, 
  weapon damage 2, no Artifact Die). 
   
   
  DEV Requirement: Technology 70 
  DEV Bonus: Technology +D6, Warfare +1 
   
   
  GREENFOX VIBROBLADE 
  Soldiers’ heavy composite armors and close-
  quarters warfare in Enclaves’ restricted space 
  have led to long and erratic melee slaughters. 
  Technologies have evolved to ease close-combat 
  by forging tungsten-carbide blades mounted on 
  oscillation generators. Such device generates a 
  sawing effect thousands of times per second, 
  enormously increasing the blade’s cutting power 
  and requiring less effort from the user to create 
  much more impressive result. 
  GreenFox is an improved vibroblade made 
  off 
  titanium-carbide 
  and 
  coated 
  with 
  a 
  microscopic layer of artificial diamond. This 
  diamond layer was then exposed to plasma, 
  which sharpened it to a level approaching or 
  matching a monomolecular filament. Designed 
  for a High-ranking Elysium citizen, Hrolf Kraki, 
  the blade is painted in lemon green and can truly 
  cut through steel armor like a hot knife through 
  butter. 
   
  Effects: Gear Bonus +2 to ASSAULT and FIGHT, 
  weapon damage 3, and a D10 Artifact Die. 
  Ignores all armor, both worn and natural. 
  Indestructible (💥 rolled don’t degrade the 
  Gear 
  Bonus). 
  Energy 
  weapon. 
  Electronic 
  artifact. 
   
  Drawbacks: If GreenFox is not used with a power 
  source or without the DEV requirement, it 
  loses its vibroblade ability and is considered a 
  simple blade, still very sharp (Gear Bonus +2, 
  weapon damage 2, no Artifact Die, Armor 
  piercing). 
   
  DEV Requirement: Technology 70 
  DEV Bonus: Technology +D6 
   
  
   
  MYTHIC ARTIFACTS 
  6 
   
  GUY FAWKES’ PROTEST MASK 
  A white-colored facemask made from plastic. It 
  shows a stylized portrayal of a face with a smile 
  and red cheeks, a wide moustache upturned at 
  both ends, and a thin vertical pointed beard. The 
  mask was a well-known symbol of broader 
  protests around the World in Ancients’ times. 
   
   
   
  Effects: If worn, the Mask gives a Gear Bonus +2 
  and a D8 Artifact Die to SENSE EMOTION rolls 
  when someone tries to MANIPULATE or DOMINATE 
  you. In the case you undergo an INTIMIDATE 
  attempt from someone else, you may oppose a 
  SENSE EMOTION roll (with the Mask’s bonuses). 
  Every ☢ rolled negates a ☢ rolled by the 
  opponent (you can’t push the roll). The Mask 
  also impedes with a −3 modification those who 
  try to sense your own emotions. LIGHT item. 
   
  DEV Requirement: — 
  DEV Bonus: Culture +1 
   
   
  INVISIBILITY CLOAK 
  A thin piece of cloth made of Next-Gen OLED 
  screens 
  and 
  HSXGA 
  nanocameras. 
  They 
  broadcast the environment around its wearer, 
  making him totally invisible. The cloak is wide 
  enough 
  for 
  one 
  person 
  and 
  his 
  carried 
  equipment. 
   
  Effects: Gear Bonus +2 and a D8 Artifact Die to any 
  SNEAK rolls (D10 while ambushing or not 
  moving). Electronic artifact. Does not count as 
  an item when you wear it. 
  Drawbacks: When you suffer damage while 
  wearing the Invisibility Cloak, roll a Gear Die 
  for each damage. Any 💥 rolled damages the 
  cloak. If its Gear Bonus reaches zero, it falls 
  apart and is permanently destroyed. 
   
  DEV Requirement: Technology 60 
  DEV Bonus: Technology +D6 
   
   
  LNSHR HELMET 
  The “L.N.S.H.R.” helmet is a dull black and silver 
  headpiece with a horned embellishment added to 
  the center of the helmet. 
   
  Effects: Armor Rating 3. The helmet protects its 
  wearer from all but the strongest or most 
  unexpected of telepathic attacks. The wearer is 
  immune to effects from mutations Mind 
  Terror, 
  Puppeteer, 
  Pathokinesis 
  and 
  Telepathy. 
   
  Drawbacks: Limits the field of vision and hearing 
  of whoever wears it. Modification −1 to SCOUT. 
  Moreover, the helmet stops an individual 
  wearing it from using their own psionic 
  mutation. 
  (Psionic 
  mutations 
  are 
  Beastmaster, 
  Clairvoyance, 
  Cryokinesis, 
  Mind 
  Terror, 
  Pathokinesis, 
  Puppeteer, 
  Pyrokinesis, Telekinesis and Telepathy.) 
   
  DEV Requirement: — 
  DEV Bonus: Technology +1, Warfare +1 
   
   
  
   
  MYTHIC ARTIFACTS 
  7 
   
  LUCILLE, THE BARBED BAT 
  Lucille is a wooden baseball bat wrapped in 
  barbed wire. “She” grants her bearer with 
  feelings of power, self-confidence and madness. 
   
  Effects: Gear Bonus +2 and a D8 Artifact Die to 
  ASSAULT and FIGHT, weapon damage 2. Inspires 
  also self-confidence to anyone holding it, 
  giving its Artifact Die to all 
  MANIPULATE, 
  INTIMIDATE and DOMINATE rolls. When you break 
  someone with Lucille, you become LINKED with 
  it. It can then replace the need to recover 
  Empathy through a moment of closeness with 
  another 
  human 
  or 
  human 
  mutant 
  (see 
  Mutant: Year Zero, page 90). Only one person 
  at a time can be comforted by Lucille. The 
  effect also applies to animal mutants, who can 
  use the baseball bat to regain Instinct. 
   
  Drawbacks: When you are LINKED with Lucille, 
  that baseball bat is now your most precious 
  possession. You suffer 1 point of confusion for 
  each hour passed without your now-favorite 
  weapon. If Lucille’s Gear Bonus reaches zero, 
  its bearer becomes Broken by confusion (they 
  instantly lose all their Wit points) and must 
  immediately fight to the death whoever causes 
  the destruction of the artifact. Moreover, 
  Lucille erodes the users’ souls. Each time its 
  user causes a non-Monster enemy to become 
  Broken with the bat, they suffer 1 point of 
  doubt. 
   
  DEV Requirement: — 
  DEV Bonus: — 
   
   
  MALLET HOVERBOARD 
  A 
  levitating 
  board 
  used 
  for 
  personal 
  transportation. 
  It 
  resembles 
  a 
  skateboard 
  without wheels. Minor-House Mallet of Elysium I 
  designed a version for young children to ride with 
  the assistance of a detachable handlebar and a 
  foot strap. It is unable to cross large bodies of 
  water before losing power. 
   
   
   
  Effects: The Hoverboard can carry one people and 
  doubles movement in combat. It grants a +1 
  Gear Bonus and a D8 Artifact Die to MOVE when 
  you try to escape from combat. Cannot ram 
  enemies. No Armor Rating, Resilience 1. 
  Energy device. Electronic artifact. 
   
  Drawbacks: The Hoverboard can’t fly over large 
  surfaces of water. 
   
  DEV Requirement: Technology 60 
  DEV Bonus: Technology +2D6 
   
   
  
   
  MYTHIC ARTIFACTS 
  8 
   
  MORPHAL BLADE 
  Noatun’s scientific advances in nanotechnologies 
  and robotics have reached an unbelievable level. 
  The Titan Power’s researchers developed a 
  device capable to morph on-demand any type of 
  melee 
  weapon. 
  Thousands 
  of 
  millions 
  of 
  nanorobots, 
  stored 
  in 
  the 
  weapon’s 
  hilt, 
  reassemble themselves to shape a specific blade 
  in less than a few seconds. Unfortunately, due to 
  some design flaws and the questioned utility for 
  robot warfare, only a few prototypes were 
  produced and they are since lost. 
   
  Effects: Variable Gear Bonus and weapon damage 
  (see table below). D8 Artifact Die. Wounds 
  from a Morphal Blade will become infected 
  with nasty nanorobots, which count as a 
  disease with Virulence 6 (see page 3). Energy 
  weapon 
  (only 
  for 
  morphing). 
  Electronic 
  artifact. LIGHT item when unmorphed. It costs 
  an ACTION to morph the blade into a new shape. 
  The Morphal Blade keeps its shape even if it 
  loses power. 
   
  Drawbacks: Morphing the blade into a new shape 
  is an energy-consuming process that drains 3 
  EP (or roll a Gear Die, the E-PACK is emptied if 
  you get a 💥). The Morphal Blade can be 
  damaged up to three times and, depending on 
  its shape, could cause negative modifications. 
  The blade can be morphed only by a robot or a 
  mutant with a psionic mutation. (Psionic 
  mutations are Beastmaster, Clairvoyance, 
  Cryokinesis, 
  Mind 
  Terror, 
  Pathokinesis, 
  Puppeteer, 
  Pyrokinesis, 
  Telekinesis 
  and 
  Telepathy.) 
   
  DEV Requirement: (only for morphing) 
  Technology 90 
  DEV Bonus: Technology +D6 
   
   
   
  MORPHAL BLADE MORPHINGS 
  EXAMPLE 
  OF SHAPES 
  GEAR  
  BONUS 
  WEAPON 
  DAMAGE 
  RANGE 
  Axe 
  +1 
  3 
  Arm 
  Sword 
  +2 
  2 
  Arm 
  Hammer 
  +3 
  1 
  Arm 
  Spear 
  +1 
  2 
  Near* 
  Shield 
  AR 3 
  — 
  — 
  * The “spear” shape can be thrown up to Short 
  range (roll for Shoot). 
   
   
  MUTAGENIC AGENT M0-7483N.85 
  A short green plastic rod with a button at one end 
  and a sharp needle at the other. The text along 
  the side is worn away, but still legible, spelling the 
  writing “M0-7483N.85”. It is a toxic chemical that 
  bounds with the DNA and lead to unpredictable 
  effects. 
   
  Effects: The autoinjector is a TINY item that only 
  contains one dose of the mutagenic agent. It 
  exists in two forms: hardened and softened. 
   
  Hardened Variant: On injection, you become 
  intoxicated by the chemical agent, which 
  counts as a disease with Virulence 7 (see 
  page 3) except it causes you to suffer Rot 
  Points instead of traumas. (You still roll for the 
  effects of the Rot.) You become immediately 
  SICK (you automatically fail the first sickness 
  roll). While SICK with this disease, you can’t 
  recover any attribute and your Rot Points can’t 
  go away. As soon as you succeed at a sickness 
  roll, you are no longer SICK and develop a 
  permanent random mutation. You don’t lose 
  an attribute point as a result of this new 
  mutation. 
  
   
  MYTHIC ARTIFACTS 
  9 
   
  Softened Variant: Less dangerous but leads to 
  more unpredictable effects. On injection, you 
  immediately take two Rot Points and roll a D6 
  to determine the effect: 
   
   
  D6 
  RESULT 
  ☣ 
  You permanently lose a mutation, but permanently 
  increase an attribute score by one point. Should you 
  not have any mutation to begin with, see 2 below. 
  2 
  You gain nothing but a throbbing headache and take 
  D6 points of confusion. You can regain your Wits as 
  per normal. 
  3 
  You suffer from severe vertigo and take D6 points of 
  fatigue. You can regain Agility as per normal. 
  4 
  You immediately get D6 Mutation Points – but only if 
  you have a mutation. If not, see 2 above. 
  5 
  You temporarily develop a random mutation. This 
  mutation can only be used once. 
  ☢ 
  You develop a permanent random mutation. You don’t 
  lose an attribute point as a result of this new mutation. 
   
   
  DEV Requirement: Technology 30 
  DEV Bonus: — 
   
   
  M31A MOTION TRACKER 
  The “M31A” Motion Tracker is a simple motion-
  detecting surveillance device. Essentially, it was 
  a high-powered ultrasound scanner that used 
  Doppler-shift discrimination to filter out moving 
  objects from stationary background and then 
  displayed them on the M31A’s monitor as a series 
  of contours of probable loci. Originally designed 
  for rescue teams searching for civilians trapped 
  in cave-ins and collapsed buildings. 
   
  Effects: Detects all movements in a 120 degrees arc 
  in front of its user, up to DISTANT range in open 
  terrain and LONG range in close quarters. 
  Energy device. Electronic artifact. 
  Drawbacks: After each use, roll two Gear Dice. If 
  both dice shows 💥, the battery is drained and 
  the E-PACK must be changed in order to operate 
  the M31A again. The device is an active sensor, 
  emitting thousands of high-energy ultrasound 
  bursts every second, and could therefore be 
  easily located by some Threats (receptive 
  monsters or listening stations). Furthermore, 
  the Motion Tracker is set to ignore small 
  movements in the environment, leaving it 
  unable to detect very slow-moving objects. 
  Lastly, intervening terrain could cut this 
  detection range quite drastically and, in built-
  up areas, the presence of walls and partitions 
  could reduce the range to less than 20 meters. 
   
  DEV Requirement: Technology 60 
  DEV Bonus: Technology +D6 
   
   
  QUANTUM ENTRAPMENT ORB 
  A hand-sized metal sphere that implodes with a 
  deafening bang after a few seconds if you push 
  the small button. Upon trigger, the orb release a 
  small black hole that traps everything in range. 
  Unfortunately, Noatun Pr. Silph, the inventor 
  behind the Orb’s technology, accidently died by 
  entrapment in one of his orb after having only 
  finished a few prototypes. 
   
   
   
  Effects: LIGHT item. You throw the orb using the 
  SHOOT skill. It has no Gear Bonus and the range 
  is SHORT. The orb then implodes and everyone 
  within SHORT range of the implosion is trapped 
  inside the gravity field of the newly released 
  mini black hole, which has the same effects of 
  an Inertia Field (see Mutant: Year Zero, page 
  185). Trapped individuals cannot perform any 
  
   
  MYTHIC ARTIFACTS 
  10 
   
  action except for a FORCE roll modified by −3 to 
  get out of the gravity field. After D6 turns, the 
  mini black hole disappears in a violent 
  explosion and everyone still in its range of 
  influence suffers an attack of nine Base Dice. 
   
  Drawbacks: Failing the SHOOT roll to properly 
  throw the orb means you are also trapped in 
  the mini black hole’s gravity field. 
   
  DEV Requirement: Technology 20 
  DEV Bonus: — 
   
   
  ROTAWAY 
  A short yellow plastic rod with a button at one end 
  and a sharp needle at the other. The text along 
  the side is worn away, but still legible, spelling the 
  word “RotAway”. It is an intravenous chemical 
  solution that bonds with poisonous particles and 
  passes them through the body's system. 
   
   
   
  Effects: On injection, you immediately heal all 
  poison and Rot Points you have suffered, 
  permanent points included. (Do not roll for 
  new permanent points when you lose Rot with 
  this effect.) The autoinjector only contains one 
  dose. TINY item. 
   
  Drawbacks: RotAway has several adverse effects, 
  most notably headaches, stomach pains, and 
  hair loss. You are affected by a disease (see 
  page 3) with Virulence rating equal to the 
  number of Rot Points healed this way. If you 
  become Broken due to this disease, you don’t 
  die and the sickness vanishes. 
   
  DEV Requirement: Technology 30 
  DEV Bonus: — 
  ROTCLEAN 
  These big white effervescent tablets named 
  “RotClean” are intended for cleaning all trace of 
  Rot from water rations. 
   
  Effects: One tablet is enough to clean all Rot from a 
  bucket of water (8 rations). There are only 
  enough tablets left for D6 doses. When you 
  have consumed them all, you must discard this 
  artifact. TINY item. 
   
  Drawbacks: Eating a tablet inflicts 1 point of 
  damage. Do not eat. 
   
  DEV Requirement: Technology 20 
  DEV Bonus: — 
   
   
  SVALINN ELECTROSHIELD 
  The 
  Mimir’s 
  electromagnetic 
  research 
  programme, which aimed to find solutions to 
  protect its orbital stations from the Sun’s 
  radiations, ended with the Svalinn prototype. 
  This portative device consists of several force 
  field nodes worn beneath ordinary clothing. The 
  invisible shield it produces flares only when 
  impact is impending, glowing a brief, bright blue 
  as it deflects the attack. 
   
  Effects: Armor Rating 12 and a D8 Artifact Die 
  (which is rolled with the armor roll) against 
  damage from ranged attacks and explosions. 
  (Does not deflect damage from melee weapons 
  and other hazards like falling, fire, and Rot.) 
  When you get hit, first roll for the Svalinn, 
  then 
  the 
  other 
  armors. 
  Energy 
  device. 
  Electronic artifact. 
   
   
   
   
  
   
  MYTHIC ARTIFACTS 
  11 
   
  Drawbacks: The Armor Rating of the Svalinn does 
  degrade even if all damage were blocked. Each 
  ☢ and 💥 you have rolled reduces its Armor 
  Rating by 1. If the Armor Rating drops to 0, it 
  becomes inactive. You can repair your Svalinn 
  back to its full rating by recharging its E-PACK. 
   
  DEV Requirement: Technology 80 
  DEV Bonus: Technology +D6, Warfare +1 
   
   
  TST CHEMRAIL 
  The ChemRail is a hybrid EMP assault rifle 
  produced by Elysium IV until its collapse. It has a 
  high rate of fire, and its high-velocity rounds rip 
  right through walls and shred enemies. The rifle 
  fires 
  8.75x52mm 
  FSDRAS 
  (Fin 
  Stabilized, 
  Discarding Rail Accelerator Sabot) rounds with 
  muzzle energy of 18 kilojoules. It is a dual-stage 
  weapon, using chemical propellant first and then 
  electromagnetic rails as the second stage. 
   
   
   
  Effects: Gear Bonus +3 to SHOOT, weapon damage 
  3, and a D10 Artifact Die. DISTANT range. Has a 
  Clip, which means that you don’t need to 
  reload after every shot. Capable of full-
  automatic fire. Ignores all armor and cover, 
  breaks through walls. Energy weapon that uses 
  special ammo. Electronic artifact. 
   
  Visor: The TST ChemRail has a mounted Thermal 
  Sight visor (artifact, see Mutant: Mechatron, 
  page 145). It negates the effects of darkness, fog 
  or mist (see Mutant: Year Zero, page 93) if you 
  aim at something that emits heat. Electronic 
  item. 
  Drawbacks: Despite being an energy weapon, the 
  TST 
  Chemrail 
  uses 
  special 
  FSDRAS 
  ammunitions that are very hard to find. The 
  weapon is usually found with D6 ammo left in 
  it. Also, the TST Chemrail is very sensitive to 
  humidity. 
  Direct 
  contact 
  with 
  water 
  (submerged or from rain) causes a short circuit 
  that locks the weapon out of order until it 
  becomes dry again. The mounted Thermal 
  Sight visor does not work if the weapon’s 
  power source is exhausted. 
   
  DEV Requirement: Technology 80 
  DEV Bonus: Technology +D6 
   
   
  WALKIES-TALKIES 
  A pair of hand-held, portable, two-way radio 
  transceivers. 
   
  Effects: Allow two users to communicate to each 
  other from up to five Zone sectors away. Needs 
  to be charged after a week of use by connecting 
  it to an E-PACK, a battery, or some other power 
  source. Electronic artifact. Each Walkie-Talkie 
  is a LIGHT item. 
   
  DEV Requirement: Technology 40 
  DEV Bonus: Technology +D6 
   
   
  
   
  MYTHIC ARTIFACTS 
  12 
   
  WIDOWMAKER 
  The Widowmaker is a hefty single-action Colt 
  revolver made of heavy blue-grey steel, with a 
  flower 
  engraved 
  in 
  the 
  side 
  and 
  strange 
  scrollwork on the muzzle. Its sandalwood grip 
  seems surprisingly comfortable. The gun is 
  extraordinarily large and feels very old. It shoots 
  big caliber bullets. 
   
  Effects: Gear Bonus +1 to SHOOT, weapon damage 2, 
  and a D12 Artifact Die. SHORT range. Has a drum 
  that can be loaded with several bullets, so you 
  don’t need to reload after every bullet fired. 
  Indestructible (💥 rolled don’t degrade the 
  Gear Bonus). 
   
  Drawbacks: Due to its size and its weight, the gun 
  is very unwieldy and imposes a −2 modification 
  to anyone trying to SHOOT with it. 
   
  DEV Requirement: Technology 10 
  DEV Bonus: Technology +D6, Warfare +D6 
   
   
  ZONEDEX PDA 
  The “Zone-Indexed Personal Digital Assistant” is 
  a handheld digital encyclopedia created by 
  Mimir Pr. Oak as an invaluable tool to Zone-
  travelers. It has an integrated scanner and a 
  voice recognition software. It gives information 
  about all threats in the Zone that are contained in 
  its database. Zonedex entries typically describe a 
  threat in only two or three sentences. They may 
  give background information on the habitat or 
  activities of a threat in the wild or other 
  information on the threat’s history or anatomy. 
  Zonedex entries also include height, weight, cry, 
  footprint, and a picture of the threat. 
   
   
   
  Effects: Gear Bonus +2 and a D8 Artifact Die to all 
  ANALYZE, KNOW NATURE and KNOW THE ZONE rolls. 
  Electronic artifact. LIGHT item. 
   
  Drawbacks: Sometimes, the Zonedex’s operating 
  system 
  is 
  buggy 
  and 
  reports 
  false 
  or 
  incomplete information (at GM’s discretion). 
  This behavior increases if the PDA is damaged. 
  The PDA cannot be repaired. If its Gear Bonus 
  reaches zero, it falls apart and is permanently 
  destroyed. 
   
  DEV Requirement: Technology 40 
  DEV Bonus: Culture +D6, Technology +D6, 
  Warfare +1 
   
  
SOURCE: textdata/thevault/Mutant Year Zero (Year Zero Engine) [multi]/Core/Workshops/MYZ Mythic Artifacts v1 EN US-printer-friendly.pdf