Crafted Artifact

The reaper's turncloak

Created by Leon Vanderblight, given to Hunter.
To be given to Penny Roberts in exchange for assistance in locating Kitsune stones

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

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.

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

Community Artifacts

Kevin Sparkles Turncoat

Created by Leon Vanderblight, given to Akira Han.
A kevlar reinforced adult male sized jacket with a kitsune pony on the back, made for a true friend

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

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.

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

Modular Feathers

Created by Bryan Bosch, given to Momma Ettu.
A set of artistic origami wings that can grant the user flight. When deactivated, the wings take the form of a compressed stack of paper sheets with intricate origami feathers sticking out from the center. 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 surface of the paper stack and center of the wings is a signature written 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. If you take more than a Severity 4 Injury to your origami wings via a called shot or Battle Scar, you can only glide until they are healed.

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.

Iron Armband

Created and held by Xanax Exkelseir.
A fuzzy leather armband with many metal stripes.

It's a peculiar armband worn under the clothes, against skin.


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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

Pony Feast Trough

Created by Kevin Sparkles, given to Mark Collins.
Kevin has crafted A 5 foot by 2 foot Trough that allows his customers to turn into pony’s so they can eat like a pony.

Kevins freinds now have the ability to reveal their inner Pony OC. He hopes this allows his freinds to delve deeper into themselves and find their own inner pony.


Exert your Mind and spend an Action to activate.

You transform into A Horse for one hour or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

While transformed, you may speak and use any Influence or Communication Powers you posses.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

Horseman's Mask

Created and held by Dènye Zanmi.
A mask, bone white and yellowed at the edges. When worn, the eyes behind are not visible. Instead, only darkness can be seen. A darkness only comparable to the pure emptiness after everything is gone.

'So I looked, and behold, a pale horse. And the name of him who sat on it was Death.'


Spend an Action to activate. Select a Living target within arm’s reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Psychotic Episodes: The target must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by the infected creature feeling the warmth of life. A homecooked meal eaten with happiness, a smile at seeing their partner, or child. Anything which reassures them it is not yet their time to end.

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

Possession of this Artifact causes the following Trauma to manifest over the course of a day: King of Nothing: You must roll Self-Control to not use this Gift on a Living creature the first time you see it. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

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.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.

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.