Crafted Artifact

Leon's Turn Cloak 2.0

Created and held by Leon Vanderblight.
A over-sized reinforced bikers jacket emblazoned with a white furred nine tailed fox running on the back, each tail emblazoned with an eye.
Crafted by Bankston Battle

The user takes the device composed of 4 separate Large werewolf K9s connected to a small computer, and plunges the teeth rapidity into the skin of their target following the instructions on the small hand held to micro-inflecting the target with lycanthropy to induce a complete body restructure. this process is excruciatingly painful and straining as the body is forcefully contorted and bones are snapped into place. the target suffers feverous hallucinations of a full blood moon, as they fight back the urge to hunt.


Exert your Mind and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

You may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • A performance check is generally required to pass with people who know the individual you're mimicking.
  • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.
Crafted by Leon Vanderblight

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to anywhere else you can see. Even through mystical means. Though you do ignite into a multicolored fireball and proceed to have all the skin slough off your bones before turning to ash and then repeating the process in reverse on arrival.


Exert your Mind and spend 2 Actions. Select a Location within your line of sight.

You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user ignites and burns to dust over the cast time.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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 eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered. The jacket allows you to use the senses of the creature attached to the object and in turn channel magic through its senses.


Exert your Mind and spend an Action to activate. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox.

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.

You may only use this Effect once per day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.
  • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
  • 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 Artifacts

Tranquility

Created and held by Vergil Arrior.
The heroes sword, and a blessing from Odessa.

A legendary technique passed down to the inheritor of the hero's sword. Giving them the ability to spin violently and create a current of spectral energy that banishes foes around them, though such violent spinning can often leave the hero rather dizzy.


Expend a point of Battery and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

  • 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 glittering blue fairy wing hilted blade of the champion of dreams. Vergil has finally earned enough skill to call this his own and has retrieved it from the mausoleum of heroes eternal rest. The blade glows lightly when swung, and on contact with an evil person will leave the wound glowing lightly blue to signify that the magics have done their work.


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

Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to Evil Beings (Creatures that exist to kill, spread misery, etc, and people who murder, and commit other atrocities) are increased by 2 Severity levels.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

New Friends Freindship Bracelet

Created by Kevin Sparkles, given to David Silvana.
Classic freindship Bracelet with Kevins name and hearts and Sword Charm attached

Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.


Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You can run at four times your normal movement speed for the next minute.

While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.


This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.

D.W.A.F. Armband Mk.2

Created and held by Sean McAlister.
Deployable Weapon and Armored Fighter. Looks to be a bronze and copper armband with technological systems in place to operate the control functions.

The super shotgun is a steampunk aesthetic bronze mechanism that's size is more akin to a cannon than an actual shotgun. Every burst is a golden spark of light and thunder.


This Artifact can be used as a shotgun. It is roughly at least twice as large as a shotgun and cannot be concealed on your person or disassembled for storage. Unless The User must be inside the Dwarven Sentinel, this Artifact behaves as its mundane counterpart.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • 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.
  • 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.

Meant to be worn as a technological Armband: he presses onto a button and with a fiery burst of sparks, forged armor-plates forms into some sort of steampunk-fantasy-esque power armor.

Unreliable? I haven't field tested it yet.

Draining? There's a hear and air-circulation issue I'm working on it right now.

Metal Automechanical: (Flak Jacket 3 Armor)

Battle-Axe: (Great-Axe +3 Damage)


Expend a point of Battery and spend a Quick Action.

You transform into the Dwarven Sentinal for 3 minutes. You have access to all of your Powers while you are the Dwarven Sentinal, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: 6 ft Tall Automechanical with a battle-axe.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Ghost Tesla

Created by Liam Holloway, given to David Vance.
When the Haunted USB is plugged in, your Ghost can take the wheel. The Tesla: The seats are made of faux leather, both heated. There is a small fridge unit and heater to keep drinks hot or cold. The car is equipped with an inbuilt Faraday Cage. This means you can’t make calls from inside the car. The car doesn’t receive signals. In or out. The Car has an inbuilt O2 tank in between the trunk and the backseats, with a nozzle for distributing into the backseat in a case of emergency. (Like if the car sinks in a lake or something and you need up to 2 additional hours of breathable air). It currently has $10,000 worth of Silver Bars in the Trunk. Other than that, it’s a normal Tesla.

This vehicle has a an item somewhere within it that carries a Shackled Ghost. It can be collapsed into the item the Ghost is Shackled to. When this occurs, it is as if the vehicle discorporates into thin air. It can be disguised to look like any motorized vehicle of similar size, & if introduced as such people will believe it is exactly where it's supposed to be.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a vehicle but can be collapsed into a haunted object and concealed. Collapsing or expanding it costs a Quick Action.

Spend a Quick Action to activate. This Effect cannot be used unless the item is haunted. This Artifact changes its appearance into an Object within the category of Vehicles. This lasts until you decide to end the Effect, which may be done as a Free Action.

The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.

The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results.

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

These haunted vehicles can be piloted by the ghosts that haunt them in addition to the owner. If the ghost takes the wheel they can issue commands to the self-driving feature.


This Artifact can be used as a Motor Vehicle. It is roughly the same size as a Motor Vehicle and just as difficult to conceal. Unless it is Haunted, this Artifact behaves as its mundane counterpart.

This Motor Vehicle has a standard load out for it's model. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

Withering Sunglasses

Created by Harold Polk, given to Harold Ford.
“He was staring into my soul”

When wearing these shades which are not courtroom appropriate attire. If staring directly at an individual when they lie to you there’s a good chance they will feel nerve wracking guilt.


This Effect activates whenever When An Individual Lies to the wearer. It does not require an Action or Exertion. Select a Living target within 45 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Guilt. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

If any affected target takes or deals Damage, this Effect ends.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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 Artifact Crafting Gifts

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

You get +1 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.

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.