Crafted Artifact

WareTech Suit, Mk 54

Created by Ware, given to Liv.
A powered 3-armor exo-skeleton that helps its wearer with combat tasks, communication, and mobility. Near the power source is the inscription: "Ware's Wares". Liv's Suit contains the HALO and Stealth Kits. Unequipped, it weighs 40-50lbs, but while powered it compensates for its own weight. For a full list of features, please check https://docs.google.com/document/d/e/2PACX-1vR5NwBTkpMv-tRBa5BAUW0EfwqRS_TlMojWSjXf6XUR2SiHQTWB-gvDIVLVBzYJ71_ByLRdW0jqjr8H/pub
Crafted by Ware

A thin disc of plasma materializes in the user's hand from the device's glove, which can then be thrown to splatter against its target. It seems to eat through anything it splatters against, and only the device wrapped around the hand protects the user's fingers from a similar fate.

The plasma thrower has its own power source which is used not just to create the plasma itself, but also as a beacon for Ware's Extra-Dimensional Translator device - allowing the rest of the artifact to be Translated to her personal space until it is called for again.


This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly the same size as a shuriken but can be collapsed into a bracelet and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.

You also gain the following effects:

  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.
  • 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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

When wearing the artifact, it connects through the base of your skull and glows slightly there when activating its defenses.

A small disc plugs into the brain stem of the user, similar in appearance (when plugged in) to a "data-jack" type device. It allows anything with the correct kind of plug (Anything Ware has created, or modified to work with it after the fact) to monitor brain activity, and upon removal seals up the area with anesthetic and surgical glue.


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

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

  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.

  • If you have an Effect that allows you to Exert your Mind more than once per Round, each Exertion still causes one Mind Damage.
  • 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.

When activating this effect, a little finagling is required to get the prototype to actually work - but once it's active, the artifact uses prediction technology to put itself in the way of danger, and actively protects the wearer: Either moving them out of the way or blocking hits for them with the light shimmer that outlines the exo-skeleton under their clothes.


Exert your Mind and spend an Action. Roll Intellect + Crafts at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • Effects which circumvent Armor completely also circumvent your barrier.

A holographic projection helps deal with any cameras that might be looking at the subject, while a "simple" perception filter helps fill in the finer details for anybody who is looking at them.

Inspired during her work reverse-engineering a T.O.P. Suit, Ware has realized the ability to hide what she's wearing while she's wearing it is even better than the ability to quickly make it disappear.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a Exo-Skeleton and just as difficult to conceal.

Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Apparel. 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. This will not open security doors on its own.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.
Crafted by Liv

The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon crawl's its way out of the object, and leap out, looking for enemies.

The demon in this iteration looks like a small creature of shadow, about the proportions of a human 10-year-old, but stretched upwards to be thin and lanky with dark scales, blank white eyes, clawed fingers and thin leathery wings. When firing at range, they shoot dark blades that dissipate after impact.

The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it.

This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.


Expend a point of Battery and spend an Action.

Summon a single Sapient Bound shadow Imp at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.

  • Initiative: Minions act directly after you in Combat.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Unarmed Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body: Minions have 5 Body.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. Your minion is able to Stealth with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Artifacts

covenant carrier

Created and held by Eden.

it looks like a high-tech book bag, not necessarily alien though it has a display screen On the back and is powered by a sentient AI inside is a pocket dimension held up by being constantly observation playing around with the rules Eden discovered that AI counts as a valid observer so with a few small tweaks, he threw together The covenant carrier

Eden slipped into Another one of his self induced isolation while in this isolation he Began playing with the idea of pocket dimensions he came across a huge breakthrough when he was reading about Schrodinger if he could find a way to constantly observe a temporal Field that he induces within the small container He would have access to his personal pocket dimension after realizing that as soon as the things inside this pocket dimension disappear forever when they’re not being observed, he started playing around with the idea of what counts as an observer Hint him landing on the Idea of an AI librarian sorting anything he put inside


This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

Living things can be stored in this Artifact. They will have access to anything else inside but cannot break free.

If this Artifact 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 this container appear normal and unremarkable.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

Grimoire

Created and held by Meredith.
A leather bound book about the size of an A4 notebook.

A handbound leather notebook, with weathered pages and many leather carvings over its surface.


This Artifact is indestructible.

If this Artifact is lost, in tact, and in no one’s possession, it finds its way back to you during the next Downtime.

You are always aware of the direction and distance to this Artifact.

If this Artifact is touched by someone other than you, you are alerted and learn the toucher's appearance, direction, and distance at that moment. You may use a single investigation Effect on them once at any range.

Trusty Cane

Created and held by Stanley.
An ornate wooden cane

Stanley has grown a bond with his cane, allowing him to always find it should it become lost.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

This Artifact's creator is always aware of the direction and distance to this Artifact.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: limp. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

  • "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.

JPM's "Big Boss" Suit Coat

Created and held by JPM (Jackson Pierce Morgan).
JPM's personal military-style full-wool-suit coat: goes all the way down to his knees, is big enough to be a blanket on most people: weighs much more than a few pounds due to hearty Scottish Harris Tweed Wool Weaving... more than enough to walk through any Tundra, more than enough to cook a man alive in the Sahara. Gold buttons, extended flap inner pockets, "JPM" tag on the inside, inner suit coat pockets, double-breasted, on it's own durable... but with JPM's special flavoring... about as, if not more, protective than a full-body bulletproof vest.

JPM has the ability to create purchasable protection for the rich elite upper-class: these items can be a suit, can be shoes, can be anything, but to anyone who'se not of Rich stock... their mundane, and useless.


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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

occult snub-nosed

Created and held by Edward Graves.
A snub-nosed revolver that appears standard until Edward uses one of it's magical effects

In place of a bullet, spectral green ammunition appears and when it is shot at someone, it doesn't look to physically wound them but creates a green glow around the afflicted for a second.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 50 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's Armor is completely ignored.

Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

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.