Crafted Artifact

Home Chemistry Kit

Created and held by Nikola Luisawicz.
A durable metal case filled with vials, tubing, burners, dried herbs, and more. It's designed for distilling alchemical compounds.

A selection of several plants that promote healing - like, *really* promote it - which can be blended down into a dose of thick, slightly coppery red liquid. Unfortunately, the sensation of all your bones and flesh quickly snapping back into place can be... Disquieting.

Now available with or without pulp!

(This artifact uses the Chemistry secondary skill in place of Science if the user has it.)


Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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

Liam's De'BoosT Deluxe

Created by Allister Wildheart, given to Liam Holloway.
A denim jean jacket w/hoodie & concealed armor plates. The left front pocket has a patch with the logo of the Frikkie De'Boos Extermination Corp, the rest is covered in EMS patches

As the user begins to envision a blue print of the item in their minds Spindly Clockwork arms shoot forth from the item spinning, prodding and poking at a specific spot in the air. as these limbs continue their work a hole into a ghostly realm is forced open showing the infinite possibility of Perfected forms. They reach forward rapidly dragging out the items envisioned.

A Huge ghostly clockwork face using disconnected limbs can be seen crafting these perfected Forms, as it notices this breach it crushes it closed. the drone of gears grinding, scraping, almost pleading out for something can be heard as the rift is sealed.


Exert your Mind and spend an Action.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You may create firearms.

Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Metalcraft Repair-o-Pen

Created by Harold Ford, given to Daisy Lag (Fiona Lepre).
Currently At home.
Clicking the pen nip shoots out nano-bots that repair a nearby surface, tear, or object.

Signed Metal Bat

Created and held by Jason Brennings.
A reinforced metal bat with the Master Batter Logo

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.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.

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

Safety Scissors

Created and held by Elizabeth Ember.
A pair of purple-handled safety sissors. They seem to have some kind of silver dust glued all over the blades with school glue.

The scissors go snip snip snip.

The scissors aren't a traditional melee weapon, and treating them like one will get you killed. Elizabeth knows it's all about spotting the opening. Finding that one moment when it all lines up.


Spend an Action. Select a target within arm's reach. Roll Perception + Thievery Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.

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 the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.

Xibalba Friendship bracelet

Created and held by Iktan.
A leather bracelet with an obsidian bead

A black rock with the symbol for "kimi" (Mayan symbol for death) heald by the caster releases a black smoke as they pray. the smoke solidifies into a solid obsidian skeleton once the prayer is completed.

When the skeleton attacks a ranged target they shoot obsidian arrows from their hands


Exert your Mind and spend an Action.

Summon a single Non-Sapient, Animate Obsidian Skeleton 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 minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +3 Damage.
  • Body/Mind: Minions have 5 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 4 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.