Crafted Artifact

The Temple

Created and held by Norman Dredge.
A mountain meant for visiting supernatural beings. All are welcome in the temples grounds. (Divine favors: fortitude (+2 armor), water cycle (functionality of a water purifyer), zippy (+10 feet free movement), and soul storage (15 liter space)

The mountain top is surrounded and being carried by a collection of clouds. Edible plants are abundant as the ground is overflowing with vitality. The mountain top becomes alive and manifests a nature spirit, they must drink 5000 gallons of water once a week. This fuels the clouds, plants, and pond.


This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a two inch diameter orb of clouds and concealed. Collapsing or expanding it costs a Quick Action.

This blimp has a grocery store aisle's worth of fresh produce, water purifying pond, and cloud camouflage. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

Community Artifacts

Bionic Arm

Created and held by Brian Smith.
Black gun metal arm with brass on the knuckles and thick wires covered by the metal and a whit skull on the forearm

he takes off his jacket to show deaths secret weapon dark black metal arm.


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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

  • You may stretch or retract your limbs once per Round on your Initiative.

Scout’s Talon Bangle

Created and held by Julian “Jules” Stinkle.
A brown bangle with feather designs carved on it and talon shaped clasps

Holding your arm out as if holding a bird and calling the eagle’s name, Aurelia, will cause the bird to appear in a puff of smoke about 5 feet from you, landing on the raised arm.

Her talons might hurt if she lands too hard, but she means well.


Exert your Mind and spend an Action.

Summon a single Eagle at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 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: They have dog-level intelligence, but are capable of communicating information back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice. Your minion is able to Alertness with a 7-dice pool.

You may only use this Effect once per day.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

Proper Bindings

Created by Timothy Humbug, given to Dominic West.
From Humbug comes one of the THINNEST diameter in the market at only 0.05mm! This ultrathin-ness – specifically made for finesse fishing – allows anglers to fit more line into the spool for an even FURTHER cast. 100% PE, absolute silky-smooth surface, trouble-free performance, increased accuracy and distance in casting, super abrasion resistance and ultimate knot strength. Weighs four pounds and contains 150 meters of fishing line.

From Humbug comes one of the THINNEST diameter in the market at only 0.05mm! This ultrathin-ness – specifically made for finesse fishing – allows anglers to fit more line into the spool for an even FURTHER cast. 100% PE, absolute silky-smooth surface, trouble-free performance, increased accuracy and distance in casting, super abrasion resistance and ultimate knot strength. Weighs four pounds and contains 150 meters of fishing line.


This Artifact cannot be broken.

  • "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.

Shock Suit V1.5

Created and held by The Sparkman.
The Beginnings of a much more impressive design. Painful to manually take off due to integrated systems... for now.

The Shock Suit's newly streamlined helmet systems involve many multi-faceted arrays of technological wubba-hubba in order for the wearer to detect Electromagnetic fields, See in the Dark, and more.


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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

A Hatch opens on the arm of the Spark Suit, as The Sparkman attaches their "Ward" onto the surface in question. It doesn't look too out of place, being a pretty small beetle-shaped device that seems to camouflage into the land around it, and it works like a charm. These external sensors allow The Sparkman to view out of their cameras through their visor HUD.


Expend a point of Battery and spend an Action. Select a Location within 10 feet.

You place a ward,. You can perceive with all your senses through the ward as though you were standing at its location. Your wards last 3 hours. 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. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

You may destroy the Ward to activate one Investigate Individual, Object, or Area Effect as though you were standing at its location.

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.

  • Full Spectrum: This investigation Effect is as obvious as it would normally be. The Effect is targeted as though you were standing at the location of the Ward. You must pay all activation costs and satisfy all activation requirements of the Effect.
  • Your ward's recording is maintained even if your Ward is destroyed.
  • Your ward cannot be used to 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.

Energy Manipulation Glove

Created and held by Ryu Shimada.
EMG

A green fingerless glove with a jewl adorned on the glove. When psychic energy is passed through the gem it creates an environment where psychic energy can be better molded and controlled


This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into a glove on his left hand and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Horribly burnt hand. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You also gain the following effects:

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

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • 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 +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.