Crafted Artifact

Angelic Bracer

Created by Vel, given to Jimmy Rockman.
A bracer with a mixed symbol of a Caduceus and Asclepius. The wings of the Caduceus are angelic and each snake has a small golden halo. The snakes twin around two parallel rods. One has both wrapped around, one has one. The the one wrapped around both has emerald eyes, which are touched to activate the cleansing effect. Part of Jimmys angelic form uniform

This artifact is a Caduceus fashioned into a small necklace, or bracer. The person wearing it moves confidently and automatically when performing medical operations.

This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.

This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- medical textbooks
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.


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

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as you are performing emergency medicine.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

The rod glows with green light, and the participant being targeted glows the same color. The energy has some kick back, causing a shadow of the harm of the poison on the wielder of the rod.

The rod is burns with purifying energy that drives the malady from the target. It draws from the symbol of the Asclepius.

This rod was made by a ritual focused on the symbol of the Asclepius, and experimenting with it. Vaccines, anti-virals, stories of miracle cures were all part of the creation process.


Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

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.

  • 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.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at 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.

Community Artifacts

Dominic's Booster Boots

Created by Jason Valent, given to Dominic West.
Placeholder

The booster boots are able to create thrust for a limited amount of time. They are Rocket Boots, so generate exhaust & noise, though expert craftsmanship reduces the sound to manageable levels (about the same as a vacuum)


Exert your Mind and spend an Action. This Effect remains active for two hours.

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:

  • Icarus: If you fly higher than 50 feet in the air, you must roll 1 die, Difficulty 6. If you fail, this Effect ends early and cannot be reactivated for an hour. Make this roll again at every interval of 50 feet off the ground (100 feet, 150 feet, etc).
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Commercial Flight: This Effect is suppressed any time you are over-encumbered. However, you may carry up to 1 passengers without increasing your Encumbrance. Any passengers must maintain physical contact with you or another passenger, or they will fall.

  • 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.

Booster boots

Created by Jason Valent, given to Prototype.
white and black

The booster boots are able to create thrust for a limited amount of time. The boots are blue and white and use thruster to stay in the air. In the background you can hear a Dodger's game.


Exert your Mind and spend an Action. This Effect remains active for two hours.

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:

  • Icarus: If you fly higher than 50 feet in the air, you must roll 1 die, Difficulty 6. If you fail, this Effect ends early and cannot be reactivated for an hour. Make this roll again at every interval of 50 feet off the ground (100 feet, 150 feet, etc).
  • 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.

Clown PEZ Dispenser

Created and held by Remus Zigadenus.
A seemingly mundane PEZ dispenser with the rather disturbing head of a clown, with five plastic red noses compressed tightly inside of its internals. After enough time has passed, its contents seem to regenerate on their own.

Remus sprouted his Sticky Hand from the stump of his right wrist, now the only arm of his that remained, and spent quite some time fiddling with the button at the back of the PEZ dispenser — eventually managing to pry its plastic contents free of the container with great difficulty. Instinctively knowing to swallow the clown nose, a new arm burst forth, painted bone white and budding with freshly grown red noses.

In case it wasn't obvious from the Visual Description, Clownflesh essentially describes white clown paint and additional red noses growing from large and flat sections of regrown flesh.


Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the rapid vine-like growth of unnatural pale flesh budding with red noses like berries.

Healing a Battle Scar in this way leaves behind Clownflesh on the target which cannot be healed.

  • 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.

Sebastian's Ring Of Ahab

Created and held by Sebastian Solace.
A ring of blackened iron with golden harpoon along the whole circumference, on the interior is a phrase writen in gold, "we call to all, pay head the squall."

the wielder reels back as a deep blue-green light shines from the ring, forming a harpoon, before throwing it forward, even on land it has a trail of bubbles as if going through water.

if one was to smell it, it would smell of sea salt and sand.


This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • Hail Storm: You may Exert your Mind to make an attack with against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • Heavy Toss: If your attack hits a target, it either knocks them down, or knocks them back 5 feet times the attack's Outcome. Decide which before you roll.
  • 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.

  • 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.

Gavel

Created and held by Barret Ludex.
A small brown gavel that seems to be ingraved with the symbol of justice.

When the gavel is drawn, the symbol of justice (scales) flashes behind Barret. Then when the Gavel hits the floor, it makes a loud echoing sound that only the lawbreaker can hear. This rings in their ears making them slowly go insane.


Exert your Mind and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless its against a Lawbreaker. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

  • 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 +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 +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.