Crafted Artifact

FierTe Finely Embroidered Leisure Suit

Created by François Arnaud de Baudin, given to Harold Ford.
This Elite FierTe Tuxedo comes with full Executif functionality, 2 armor, and a specially designed IR/night vision flooding device (LEDs inside the collar) that prevents identification.

Though impressively durable, the fact is his outfits are still as stylish and functional.

Even torn to shreds, it's value and craftsmanship is apparent.

Amarjeet's Custom Suit has the following features:

Integral Armor: 2 pts to all locations, including shoes.
Full Sensor Suite w/ Haptic Controls & Voice Commands: Biometrics, O2 Quality Sensor, Radiation Detector, Laser Detector, Bug Detector, GPS, Panic Button
Anti-Surveillance Infrared LED Suite: Will obscure the wearer from all low light devices.
Thermal Sink & Climate Control: Will absorb & block heat emissions to power electronics. Can use battery to heat interior for a limited time.
Chuni Headscarf: Transparent, NBC Resistant Material. Magnetic strips in the trim allow it to be sealed to the collar for an airtight seal when deployed
Belt: Unbreakable thread, hidden pocket - 2k in local currency
Hidden Pockets: Sleeves, Coat, Knee Gun Port
Sensible Shoes: Polycarbonate toe & puncture resistance, hermetically sealed backup battery in each heel.


This Artifact cannot be broken.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

This is no artifact of clothing.
Nay, it is Haute Couture, the embodiment of an aesthetic encompassing elitism, financial success, and competitive
superiority.


Exert your Mind and spend an Action to activate. Roll Intellect + Culture at Difficulty 6.

Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you.

You must maintain Concentration during this Effect.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Compulsion to always look their best. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • You can target yourself if you qualify as a valid target by the other requirements.

Community Artifacts

Bidet -A two-pronged implement resembling a pitchfork

Created by Alastor Diamandis, looted by Big Benjamin.
A two-pronged implement resembling a pitchfork. It is a long weapon that can reach and the sharp tips can retrieve anything that can embed into their grasp. It also resembles a long necked dinner fork because the staff handle is quite thick and has grips that makes it easier for the wielder to easily grab onto without holding too tightly

The wielder would hold the weapon in two hands as they don't need to grip too hard to hold the weapon. It is not slip unless intentionally by the user and with great force, it can be used in multiple thrusts with each strike being deadly when hit.

To become the next ruler of Hades, a new weapon was forged. Alastor is fond of forks with two prongs and the mythology of Hades having this implement pleases him.


This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon but can be collapsed into Tie clip and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. The target's Armor is fully effective against this damage.

  • 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.

Ring of Phasing

Created and held by Dr. Jenna Harkness.
This platinum ring holds a translucent opal that shimmers when the power is activated..

When Dr Jenna Harkness uses this ring her body shimmers as if light was passing over glass. She is transparent and can not interact with objects in the world.


Exert your Mind and spend an Action to activate.

You become intangible for the next 1 minute. Once you revert to your solid form, you cannot use this Power again for 1 hour.

While intangible, you take no damage from physical attacks, and many Effects will be unable to interact with you. You cannot use any of your own Gifts. You cannot touch or interact with things in the physical world.

You may “drop” any intangible items which are on your person. They become tangible again once you have let them go.

You may end this effect prematurely as a Free Action.

  • Effects that do not require a physical target may still affect you. It is ultimately at GMs discretion whether a given mystical or supernatural thing in a Scenario will impact intangible targets, but generally things with physical components will fail to work properly on you when you are in this state.
  • Any items and equipment on your person become intangible along with you. You can hold them and move them around, but they are intangible and thus will not work for their intended purposes.

GPS

Created and held by Faira Lenora McDougall.
It appears as a normal portable GPS

The Road queen has blessed you with your own special artifact, a GPS that goes beyond Sciences capabilities.


Exert your Mind and spend an Action. This Effect cannot be used unless You much have a set location in mind, and can not change that location without ending the effect.

You automatically detect all Portals to chosen destination and Roads to chosen destination within 10 miles of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

Even if there are no Portals to chosen destination or Roads to chosen destination within 10 miles of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

The means by which any Portals to chosen destination and Roads to chosen destination are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.

  • This includes any objects that come into range during activation.

Much like the GPS, This app allows you to track people.


Expend a point of Battery and spend an Action.

You automatically detect the closest of any Someone you Speak the name of aloud to the GPS within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.

Even if there are no Someone you Speak the name of aloud to the GPS within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

Any Someone you Speak the name of aloud to the GPS detected while the effect is active are “marked”. You will continue to detect them until the effect ends, no matter how far away they move. You will also continue to detect them after the effect ends, so long as they remain within 50 feet of you.

  • Any targets that are marked satisfy the line of sight requirement for targeted Effects.

Powerstone

Created and held by Clint Miller.
A baseball-sized rock covered in various runes that glow slightly in the dark. It weighs far more that it has any right to.

The user holds this spherical chunk of stone and squeezes it will all their might over an injury. The stone glows red and becomes more jagged, and cuts into the user's hands. A red fluid oozes from the stone, covering the wound and forming a strange stone-like scab overtop.

"Like getting blood from a stone" - Figure of speech, when it is extremely difficult because of the mood of the person you are dealing with.
Keskikesän kuikka lenteli suon
yllä ja laskeutui suuren puun
juurelle. Vesilintu muni kolme
munaa. Ensimmäinen munista vierähti
pesästä ja halkesi. Halkeamasta vuosi
verta seitsemän päivää ja seitsemän
yötä. Verestä muodostui elämä ja kuolema


Take a Severity-1 Injury and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Brawl at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. 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.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

The runes across the powerstone glow a dark green, and Clint's hands glow slightly. He murmurs a few words under his breath, and the object evaporates, leaving only small clumps of dirt and sand where it once stood.

Kuoresta muodostuivat maat ja vuoret


Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a large luggage bag (75 liters). You cannot target objects which are currently in someone else’s possession. Roll Brawn + Brawl 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 activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.

  • The shape of the destroyed material must be simple, such as a box or sphere. Bringing down large buildings requires an Intellect + Crafts roll to analyze the structure and may also require multiple activations. Buildings that are destroyed usually fall slowly or in pieces, creating an environmental hazard for a few Rounds prior to collapsing.
  • The amount of remains necessary to un-destroy an object must be at least equivalent to half the size of the original object. The GM may make exceptions to this at their discretion in circumstances where the method of destruction has altered the size significantly, but the remains you possess are still clearly the majority of the original object.
  • 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.

Time Travelers Timepiece

Created by Harold Polk, given to Gideon Lockhart.
The clanking gears of this bronzelike watch sometimes emit small puffs of steam, and a dial on one side is connected by cable to a miniature speaker. Twisting the dial calls up a historical figure from the past of the timestream in mind for a conversation 1/game Seance for past historical famous figures (Da Vinci, Einstein, etc.). If upgrade is used to give it more battery, this can be used more than once per game.)

In the clandestine world of espionage, where shadows whisper secrets and the line between ally and adversary blurs, there exists a lawyer turned spy, a master of subterfuge with a power as unique as their dual life. This individual, known only to a select few, possesses an extraordinary ability to infuse mundane spy equipment with unparalleled capabilities, transforming them into artifacts of immense tactical value.

On a night draped in secrecy, our spy enters a nondescript room, the air thick with anticipation. Around them, an array of common espionage tools lay scattered across a workbench—each item a silent witness to missions past and yet to unfold. With a practiced eye, the spy selects a compact surveillance device, its appearance unremarkable, its potential untapped.

As their hands envelop the device, a faint glow emanates from their fingertips, casting an ethereal light in the dimly lit room. The air hums with unseen energy as the spy focuses their will, channeling their unique power into the heart of the gadget. Under their touch, the device begins to transform, its form becoming sleeker, its essence imbued with a power that defies conventional understanding.


This Artifact has been upgraded.

This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

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.

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: I plead The Fifth -Roll a mind to speak to the police. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • 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.

Stock Artifact Crafting Gifts

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

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

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

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.