Crafted Artifact

Ena's Cloak

Created and held by Luci Alessi.
An overcloak made for Ena to wear over her unique attire to protect her from dangers that may wish to harm her. Upgraded by Leon 24:00:00 | 8 Armor | Reinforce, Armor, Enchant

Being so connected to the Well, Luci had long earned its protection from outside harm, but has grown to instead decide on shedding that facet from herself to infuse that energy into other objects or artifacts.

Rolling inky shadow rolls around on the inside of the object it's been infused into- commonly a piece of clothing. If that piece of clothing is hit by an attack, the shadowy refuse inside of the clothing will reflexively react, similar to reactive armor. It is concealed in this circumstance. If this artifact is upgraded to allow called shots not to be circumvented, shadowy blobs of ink will sprout from the various openings in the clothing piece to swat aside attacks.


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

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

Community Artifacts

Divine Deliverer

Created by Monsa Dante, looted by Jessie (Carrion) Hope.
Currently At home.
Silver monster gun

The Divine Deliverer is a truly exceptional Catholic blessed revolver. Crafted with exquisite precision and adorned with sacred insignia, this weapon embodies the essence of one mans holy purpose. The revolver's barrel and frame are forged from gleaming silver, symbolizing purity and sanctity. Intricate engravings of religious motifs, including crosses and angels, adorn the metalwork, telling a tale of divine protection. The entire revolver is bathed in a radiant, warm glow, reflecting the divine light that guides the path of the wielder. the model of the revolver is a Smith & Wesson Model 460XVR Compensated Hunter.


This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.

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.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: "One True Scotsman": When religion is invoked, make a trauma roll to avoid disparaging them and their faith.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You also gain the following effects:

  • Bane: Injuries dealt to Demonic entities (In a catholic since) are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Keyhole: Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

  • Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.
  • 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.
  • 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.

Liam's Illuminator

Created and held by Dominic West.
An anti facial recognition mask wired to the nines with the ultimate in observational technology. Now able to co-opt the hidden cameras in the world without a concern in the world for the user and without battery constraints, the tiny cameras it takes control over are all the more terrifyingly potent for it.

Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!


Exert your Mind and spend an Action. 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. This Artifact may have at most 3 wards active 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.

You may activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

You may communicate through your ward, though doing so will reveal its presence.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • 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.

Project Hammerspace

Created by Agent Caldwell Johnson, given to Frank Binkle.
From a Friend!

A reasonably sized briefcase made of pleather, the worn edges and scuffed sides obfuscate a piece of exceptional DSP engineering in mundanity. Within the simple container is an array of any weapons and survival gear that a DSP agent might need while on an operation in the field, prepping them for any situation that their missions - or a particularly dangerous harbinger - could throw at them.


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

Your briefcase holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the briefcase in the process.

If your briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of your container appear normal and unremarkable.

  • There is no cost to use your container.

Cathode Ray Gun

Created and held by Alice Abernathy.
A fragile looking little weapon, the Cathode Ray Gun is a finnicky little less-lethal prototype stolen from a government lab.

The weapon builds a highly-focused charge of electromagnetic radiation, causing the bulb to flash brightly an instant before release. The crackling ray of energy is effective against both living and machine targets, frying synapses and circuits alike.

One blast from a cathode gun is enough to reduce even the most brilliant mind to a state of catatonic vegetation in seconds. This brain-killing weapon is an example of the City Mind's cruel and efficient designs, meant to leave behind gibbering, drooling survivors to be collected by the enemy. These survivors would continue to consume resources, lower morale, and force other personnel to care for them - the City Mind knew its enemy was a compassionate one. The cathode gun is especially effective against creatures with advanced minds, such as spell-casters. Ironically, it is just as effective against machine brains.


Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Technology Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.

This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • 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.

Tiny Clown Car

Created by Philip Montegue (AKA Bumble the Clown), given to Felix Law.
Currently At home.
A tiny clown car that can fit a single driver.

Clown Crew

1

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.