Crafted Artifact

Surgical Claws (right)

Created and held by Dr. Rhea W. Alister.
A dozen-jointed limb with golden painted highlights and joints on a background of white carbon fiber, tipped with fingers that fold out into wicked points for surgical precision.

These limbs consist of thirteen titanium segments that swivel around on omnidirectional ball joints, each one smaller than the other and tapering off to a point at the end. It straps onto the body using a specialty harness designed to sit under arms or over the stumps of missing limbs, and is prehensile enough to grab onto objects, and the arm can position the lower joints to move along its surface, working like fingers or toes on this limb.


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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a knives.

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.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

Community Artifacts

Viper

Created by Luci Alessi, given to Prototype.
Master-Crafted Vindicare Assassin Sniper Rifle. (https://enki_meow.artstation.com/projects/KBrXG)

The guiding hand that knows all things from the Umbral Plane assists Luci, mostly in regards to her aim while altering the actual trajectory of her bullets with what is essentially an aimbot.


You gain the following benefits as long as you are wearing this Artifact and engaged in combat with firearms.

+2 dice to all firearms rolls.

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: The user hallucinates the shadows of their regret, shame, and disappointment related to her own actions and those she has killed. They will need to roll self control to not wash that that from their own hands whenever the opportunity presents itself. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

The process takes quite a bit of time, as Luci must properly bind this object to its ideal image by bathing it in The Well. A process that, if witnessed by a normal person, would likely result in some minor traumatic occurrences. Luci watches over the item the entire time to make sure it is not swallowed up into the inky mess. A lengthy sweat-inducing endeavor, but by its end, when Luci pulls the item from the reservoir, it is all worth it.

The items in question will sport a dark tint on the paint job and if Luci desires it, she can make its primary or secondary colors as dark as she wants. The symbol of The Well, a front facing Kraken with its tentacles curled out symmetrically, will appear somewhere visibly on the item, marking it as improved.

Idealism was always thought to exist solely in concept, to associate reality with mental ideals as opposed to material objects. That somewhere in the cosmic lands above, a perfect image of this "thing" exists, and only its material imitations are founded in "reality". But what if a material object could be elevated closer to the status of its ideal perfect image? A question Luci had asked herself for a period, and while it took some time, she managed to find a way.


This Artifact has been upgraded.

This Artifact 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. 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.

  • "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.

Luci's firearms are typically very overturned and overdesigned. She's secretly a huge comic book fan and her new revelations in regards to her ability to create items using the energies of The Well have opened up the ability for her slightly childish imagination to go wild with possibilities.

When the weapon changes forms, it momentarily becomes a formless amalgamation of thick ink that would sink between the user's fingers if the process of reforming didn't take quicker than a second to complete.

Luci takes an exceptional amount of time sketching out a full blueprint for the weapon of her desire- typically inspired designs from comics or movies that she personally finds cool. She spends time manifesting the item through the use of her own shadows, however she takes extra time to refine the details and give the firearm its own personality. Each and every single one of these has a little bit of Luci and her creative intent inside of them.

Her initials as the creator are imprinted on the side of the firearm.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • Silencer: Shots you fire can be made silent at will.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • 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.

The Book of Evil

Created and held by Za'id.
A pocket-sized book bound in human skin, with gold trimmings, red thread, and thin pages that are densely filled with Archaic Hebrew diagrams and spells.

Observers find that they get a slight headache when looking directly at the user. It's not really enough to notice, but it is enough to make them just look away, and not want to pay attention in their general direction.


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

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Gem of Thalassa Goddess of Wind

Created and held by Vergil Arrior.
A glimmering emerald gem set on a necklace of a strange golden material.

A glimmering energy flows from the gem into Vergil, and a gust of wind carries the voices of those in need on the wind to him. In addition, the goddess within the gem can detect other beings of divine origin or those imbued with divine power. Allowing him to know when the agents of the orthodoxy of ruin are nearby. If he needs more specific information, he calls on Odessa to unite her powers with the goddess of the wind, and dispensing the sand of sleep onto the wind it flows in a trail that directs him to the person in need.

Odessa's closest friend, and a goddess trapped in a similar situation to her own. Luckily Odessa and her had known of each other's locations before they were sealed into crystal form to protect the world from the powers of ruin, yet now with ruin having infiltrated the world the Goddesses are returning to imbue their chosen hero with the power to set things to right!


Exert your Mind and spend at least two Actions performing the following ritual: A prayer to Thalassa the Goddess of Wind to activate. You must use up Sand in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Beings imbued with divine power and Beings in dire need of help within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.

Even while this Effect is not active, if any Beings imbued with divine power or Beings in dire need of help come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Even if there are no Beings imbued with divine power or Beings in dire need of help within 300 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.

Rose Gold Ring

Created and held by a.
a ring made from rose gold with intricate etchings depicting floral patterns

When you are going to take damage reddish pink energy forms and attempts to nullify the damage


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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

Chekhov's Gun

Created and held by Corpor Anderson.
An Ornate revolving pistol of Russian origin. Precious metals seem to coat the outside of the revolver.

Nothing unusual appears to happen when the gun is fired other than the fact that it never needs to be reloaded, the cylinder of the gun seems to constantly be full even after firing and ejecting a shell.

This weapon is a lot older than it seems, originally created in the early Russian Empire by a notoriously mysterious and supposedly supernatural weapon-smith.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

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: Act Three - Roll Self Control after drawing this weapon. You have X number of rounds before you must attempt to fire this weapon at an Animate target, where X equals the number of successes rolled on Self-Control. On a Failure you must fire the weapon immediately after it is drawn. On a Botch the GM chooses the target.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
  • 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.

  • 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.

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 +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.