Crafted Artifact

Flight Jacket

Created by Bryan Bosch, given to Mike Carson.
A leather riding jacket with a vented back, from which A set of artistic origami wings unfold that can grant the user flight. When deactivated, the wings fold into the back of the jacket. During the activation sequence, the paper automatically unfolds and extends to take the shape of a majestic, marvelous pair of wings. The inner parts of the wings are composed from a series of uniform, rectangular paper sheets, while the edges are lined by the origami feathers. on the back of the jacket's collar is a signature stitched in cursive gold, reading "bb."

As the activation ritual is performed, the origami wings unfold from the user's back and extend ten feet on all sides. Due to their modular structure-- being composed of countless amounts of paper sheets and feathers-- the wings are effectively immune to damage, as they repair themselves with replacement feathers the moment they are destroyed.
The calibration sequence to connect the wings to the user requires them to extend their arms to the side (reaching their wingspan) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").

The wings connect themselves to the user's inner Source or Mind to power their movements through the calibration sequence. Basically just imagine the wings the paper girl from Naruto uses (Konan).


Exert your Mind and spend two Actions performing the following ritual: activating and calibrating the wings with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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 origami wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.

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

  • Ethereal Wings: Your origami wings can no longer be damaged, destroyed, or receive Battle Scars.
  • 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.

Community Artifacts

Biscuit the Horse

Created by Sherif Henry McKoy, given to Captain Doug Upp.
It’s a horse called biscuit that can run on water.

It’s a dark horse with a scar above its right eye. It can run on water


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

This Trusty Steed has Horse with a saddle. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.
  • Flying Solo: Your vehicle cannot have any passengers.

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.

Tranquility

Created and held by Vergil Arrior.
The heroes sword, and a blessing from Odessa.

A legendary technique passed down to the inheritor of the hero's sword. Giving them the ability to spin violently and create a current of spectral energy that banishes foes around them, though such violent spinning can often leave the hero rather dizzy.


Expend a point of Battery and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

  • 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.

The glittering blue fairy wing hilted blade of the champion of dreams. Vergil has finally earned enough skill to call this his own and has retrieved it from the mausoleum of heroes eternal rest. The blade glows lightly when swung, and on contact with an evil person will leave the wound glowing lightly blue to signify that the magics have done their work.


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

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

You also gain the following effects:

  • Bane: Injuries dealt to Evil Beings (Creatures that exist to kill, spread misery, etc, and people who murder, and commit other atrocities) are increased by 2 Severity levels.

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

The Book

Created and held by Edgar Von Blair.

A pristine, black leather time that when opened reveals typical parchment covered with lines of unintelligible writing and random scribbled only a madman could understand. However when channelled with mystical energy it reveals a map of nearby vaults.


Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.

You learn the following information about the area:

  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
  • You learn where a vault is located.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.

Bracelet of Constant Function

Created and held by Gimmlin Artstet.
A loose, green bracelet that has an ethereal glow to it.

An item enchanted with this effect will have an ethereal green glow, though not enough for any significant sort of light. Touching the object is energizing, and supplies the wearer with unending function.


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

You no longer require any food, water, or sleep in order to survive.

Elektros Wraps

Created and held by Xander Angelos.
The wraps around the hands are stark white and blue, symbols of lightning bolts, when wrapped properly, can be shown up and down them.

As you reach into the air around you, the static from the air starts to solidify and condense into your hand, forming a straight line of light, sparking in your hands.


This Artifact produces ephemeral projectiles that can be used as a javelin.

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

You also gain the following effects:

  • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
  • 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.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

  • 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.

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 +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.