Crafted Artifact

Rod of Asclepius- 4.1

Created by Vel, given to Emily Miller.
A small rod about the size of a wand with a green snake wrapped around it. Its eyes are emerald.

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.


Exert your Mind (unless In a hospital, Clinic, or other healthcare setting) 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.

  • 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.

The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.

The true owner can summon the artifact back to them as they need it, and it appears. No flash of light or noise, it is reached for, and it is where the owner wants.

The true owner can tell when someone else is using it, and is aware of the user's appearance, direction, and distance.

This is an enhancement built on top of other artifacts to enhance how strong they are.

The true owner can change the identity of the person who is the true owner by wiping away their signature, and writing the name of the new owner.

The ritual for making it involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram


This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to A potential hero. Someone willing to live a hard life to make the life of other's safer and easier and reveal its power to them. They become its new true owner.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

  • If there is no available Next of Kin, it will wait two months and then appear to a random person. If multiple next of kin are appropriate, the GM will decide randomly.
  • "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.

Community Artifacts

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Created by Polamedes, given to Dominic West.
A simple silver ring with 5 blue boxs on it etched inside are numbers starting at 0 and going up to 4

Tiny electronic robots emerge from the ring and burrow under the users skin. They crawl along under the dermis creating quickly moving bulges that travel into the users fingers, down their hand, past their wrist, and into the forearm before ballooning outward and spreading all over the body. The feels like their nerves are on fire as the tiny insects crawl along the internals of the body before finally arriving at the nerve receptors for the eyes and nose respectively. Once at the eye the user would see their tiny legs begin to snake into the their vision from the periphery. The nanite needs the eye to be looking forward so as the cornea moves to the side to see the legs they retract while legs on the opposite side continue to snake forward. Once the eye is stationary enough the bug legs lock it into place and another nanite crawls from the back of the eye and enlarges over the cornea. Once in place it's tiny legs inject past the cornea and into the optic nerve behind it. Afterwards the user sees a thin HUD outline of what the other nanites have already found relayed back to the user. As for the nose once the nanites are in place at the nerve ending the user would have a sudden drop where they couldn't smell anything for a few seconds followed by the smell of metal and burning plastic for a bit, then the new senses would be online. The nasal cavities become filled with tiny nanites buzzing and humming from inside.

Tiny nanomachines begin to pour out of the ring and skitter around the user in an outwardly growing sphere. They burrow into floors, walls, roofs and doors and continue to move unnoticed with the user for the duration of the ability before dissolving. While active the bots scout slightly ahead and ping back information to the ring that they emerged from, mainly focusing on electronic items but also recording interesting smells and cataloguing them for investigation.


Expend a point of Battery and spend an Action. This Effect cannot be used unless Nanites require area with active power or enough to last them the duration of the ability(at minimum car battery).

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cornea HUD, Nose Hive..

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

The finger that the ring is applied too has the skin peel back around the ring and is fleenced all the way to the palm. In the opening thousands of tiny insects (nanomachines) flood out of the ring and into the opening created in the hand. Tiny lumps can be seen under the skin traveling into the body of the one they are healing. While healing the target the nanobots can be felt crawling within the targets body and are puked out upon completion

A simple silver ring with a single blue box with the number 0 etched into it. Uses Ram to power uses of it.


Expend a point of Battery and spend 2 Actions. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology 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. Your patient is required to Healed person can't share true name for the next month. If they violate this rule, your treatment is immediately reversed.

If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Finger bugs.

  • The patient is aware of the after-care requirement.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.

The ring on Polamedes right hand starts to glow and grow until it is the size of a large dinner plate. Thin strands launch themselves from the now enlarged ring and hook into the flesh of the arm. The skin from finger to elbow flays backwards in strips like a swissroll. Under the skin tiny nanomachines start to assemble into a latticework, tightly packed but slowly expanding struggling to contain a large glowing blue energy. As the energy builds the ligaments in the elbow pop and shred and are replaced with thin strands of nanomachines support fibers. The forearm expands outward pulsing with energy, ballooning before causing it to collapse back in on itself releasing a large blue-black beam of electric-plasma that fires from the arm towards the target. The super charged beam of energy shoots towards its target, anything hit with the beam will slowly start disintegrating as the molecular structure holding it together is ripped apart and the cohesion between cells comes undone.

Afterwards the skin strips hang loose before the tiny bots start punching holes in the stipes and then threading them together with slimy stitches. Once all stripes are restitched the disconnected hands fingers break backwards pulling themselves back towards the wrist and reconnecting.


Expend a point of Battery and spend an Action. Select a target within 300 feet. Roll Intellect + Technology 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.

You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Skin peeling off arm to make cannon..

  • 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 Effect. There must be no substantial obstructions between you and your target.

Tiny nano machines swarm out of the ring and cover the users body in a thin sheet. The tiny bug like bots arrange themselves into a latticework over the user and once all are in place thin little cuts are made along the users skin in square patterns. Tiny rivers of blood well up at all locations of the nanites and are quickly sucked into the nanomachines, they then start cutting the small squares of the skin and prying them up the tiny bits of dermis sticking to the muscle and sinew underneath but being pulled anyways until they eventually come free. Unable to patchwork skin on the eyeball the bots flood into the occular cavity and surround the eye forming a kind of sheen over the cornea and feeding it visual info while the effect is activated. Each bug holds the square of skin over itself like a kind of card. When activated they flip the skin cards around to the underside where a hazy reflection of the surrounding area is put forward on the other side of the skin card.


Expend a point of Battery and spend one minute.

You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.

  • Arcane: You are partially obscured from being noticed by all senses, natural and supernatural. All attempts to notice you are rolled at -3 dice. Attempts to recall identifying information about you require a Mind roll at Difficulty 8.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tiny stadium bugs flipping skin cards.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Tiny nano bugs emerge from the ring and encircle the hand of the user.
The hand is severed and rapidly transported to the site of the jump once there voxel cubes emerge from it and form the portal.
The stump from the hand bleeds out blue black voxel discharge and blood while forming into the other end of the portal.
Once the user enters the portal they are slowly dissolved into voxels and those bits are transported unseen to the other end of the portal, where the user is reconstituted block by block.
Starting with the inside organs and ending with the clothing.
Finally the hand reattaches to the stump and the portal of voxels falls to the ground discolors into blood.

The first link in what hopes to be a long chain. A single node that will hopefully ensure the creation of more nodes. Making the conceptual reality, Polamedes starts building a chain that he will use to alter the very foundations of this world. Starting small a short hop from point to point.


Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. Make a Trauma roll when you activate this Effect.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see “The user is viscerally deconstituted and reconstituted at their entry and exit point.”.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Stage Prop is a silver charm bracelet, with small dagger like charms. With the flick of Tatiana's wrist, and a spark of light, she summon a throwing knife into her hand.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 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.
  • 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.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

  • 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.

Kasa-Chan

Created by Lucy (Lucky) Grey, given to Chika Takahashi.
See-through umbrella with neon looking led lights that can be programmed at the owner’s leisure. The blunt metal tip makes this into a clever weapon, and a secret button in the handle releases an electric shock, almost like that of a taser, that serves to stun an enemy so that you may flee.

These umbrellas are produced by “The Armory” and created to withstand any force, and can also work as a thrusting weapon.


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.

Black Pawn

Created and held by Pawn.
A Black pawn that is finely crafted into a near replica of the NPC named Pawn

The user pulls out a Pawn's chess piece, finely crafted in a recreation of the creator of this effect. which begins to pulse with darkness before a copy of the creator of this effect appears, ready to serve their summoner.

Pawn is well, a Pawn, she is generic, so i figured her summons should look like her to create that effect


Expend a point of Battery and spend an Action.

Summon a single Sapient Black pawn at your location. They last for two hours or until they move more than 150 feet from you or 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 starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make Spear Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 3 Body. Your minions roll 3 Mind resistance dice.
  • 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.
  • 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. 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.

Lunar necklace

Created and held by Selene Hollow.
Lunar shaped necklace

Crescent moon shaped that is 2 inches tall forged from silver metal. The inner edge of the crescent cradles a tiny moonstone crystal that glows icy blue when in use or when animals are near. it hangs from a black leather cord, with silver clasps etched with claws and feathers.

Activation is by touching the moonstone with two fingers, her tattoos begin to faintly glow icy blue starting at the collarbone as well as her eyes. Her voice takes on an enchanting resonance, subtle yet impossible to ignore; any nearby animals pause to await her command.

The powers of the pendant are stronger under moonlight, especially in a full moon and weakest in artificial light or total shadow.


Exert your Mind and spend a Free Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • All commands can be issued as a Free Action, not just the initial activation.
  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • 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 +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.