Crafted Artifact

Metal Bat

Created and held by Jason Brennings.
A reinforced metal bat

A baseball bat with the Master-Bat signature. It carries the essence of a Master-Batter Ghost in it's wood- transferring it's energy into it's projectile.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.

This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.

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

Community Artifacts

The True ring of Invisibility - Silver

Created by Vel, given to Bryan Bosch.
A ring of silver. It has elvish inscribed on it.

The artifact, a ring of metal, shimmers slightly, spreading a mist that hides the user slowly disappear into nothing as its user rubs the inscription along the artifact. A bit of Elvish from J.R.R. Token, but saying something different.

"Keep me secret, keep me safe"

Vel made this artifact with a ritual pulling on the long history of legends of artifacts of invisibility.

The ring of Gyges is the first, and the one Vel picked the name for
The second is the helm of hades, the source of the mist that powers the effect.
The last, and the most well known, the one ring, and tempered by the other two stories

Vel starts by casting the metal for the base of the artifact, typically a ring. As Vel does so they tell extracts of the story of the ring of Gyges

Vel then lets the ring cool, surrounding it in steam as they talk about the stories of the helm of hades.

Vel finally carves in elvish the words into the ring. The patterns are common enough that the ring looks recognizable as something akin to the one ring, drawing power from people's conception of that. The specifics of the wording serve as another specific bit of meaning, anchoring the power of the ring in the point of time when the ring was harmless, and connecting it to the other 2 stories of less malevolent effects.

Notes:

[So my thought process for this is that the most well known ring of invisibility and symbol of invisibility is the ring from Lord of the Rings.

When trying to impart an effect, Vel doesn’t want to make a ring that destroys lives and minds. So, the other stories, and the words in elvish are a way of anchoring the power Vel gets from the big story, pulling the other stories of similar tools, and using them to divert the effects the one ring is supposed to have.

I could probably switch to just the Greek stories to make it a little cleaner, but I think if you are making a ring of invisibility using the cultural understanding of rings of invisibility, you need to address the one ring, or it will slip in.]


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

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

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

  • 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.

Cute Parasol

Created and held by MOLL(ⲩ).
A child-sized sun umbrella. It's black with white trim, with a carbon fibre handle. Perfect for keeping the shade off.

The parasol catches the breeze, and delivers you safely to the ground.


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

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Archibald

Created and held by Austin.
A sock sewn together from Archibald's loincloth

The air around Archibald fills with the congealed energy of lost souls. Archibald manipulates the energy and puts it back into the bodies of the dead, raising new friends for Austin.


Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

  • 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.

Trifold Frame

Created and held by Bryan Bosch.
A marvel of artistic ingenuity, providing the function of an impossibly flexible, additional arm. It can be quickly equipped and removed through a series of clasps that attach themselves to the user's torso. The exterior is crafted from a reinforced, tensile layer of carbon fiber resistant to wear and damage. Golden circuitry runs along the surface of the arm, branching into intricate fractal patterns. Its internals consist of a complex suspension system supported by wiring and origami folds in the three primary joints, as well as a series of advanced, technological components. On the back of the hand is a signature written in cursive gold, reading "bb."

After attaching the frame to their torso, the user must activate and sync the arm's internal operative systems with the neurological activity responsible for their own limbs-- requiring extensive input from the mind, voice, and body. The golden circuitry running across the chassis ripple with energy during this process. While in use, its origami folds are able to stretch, bend, and morph to fit the user's desired movements.
The calibration sequence to connect the arm requires the user to move around their joints (shoulders, elbows, and wrists) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").

The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.


Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

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

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

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 may stretch, retract, or move your limbs 30 feet once per Round.

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Created and held by Tamaki.
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Spend 2 Actions. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn Location of the largest collection of knowledge nearby, and what type of knowledge it is.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: asdf. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You cannot investigate the same area more than once per day.

  • 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 +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.

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.