Crafted Artifact

Spear of the Hunter

Created and held by Wolf.
Currently Destroyed.
a spear made of bone, covered in Feathers and Teeth

The spear seems to be covered in trophies from various hunts, it is made from the spinal column for some large beast, and ends in the tooth of some large canine creature, all of these trophies seem to imbue the spear with supernatural effectiveness, far beyond what should normally be possible.


This Artifact can be used as a javelin. It is roughly at least twice as large as a javelin and cannot be concealed on your person or disassembled for storage.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +1 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • Bane: Injuries dealt to Beasts are increased by 2 Severity levels.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Community Artifacts

The TruthSeeker

Created and held by Mag Samsa.
A kawasaki H2R motorcycle with a dark grey body and neon green emissive highlights, The wheel's float where they would normally be bolted to the frame. green electricity magnetizing them in place

While in high speeds, green lighting arcs from the body of the bike to the ground, glowing a radioactive green


This Artifact can be used as a kawasaki H2R Motorcycle. It is roughly the same size as a kawasaki H2R Motorcycle but can be collapsed into A dark grey armored fabric poncho with neon green highlights and concealed. Collapsing or expanding it costs a Quick Action.

This kawasaki H2R Motorcycle has Reinforced plating, Customizable LED headlights, Cycleable liscense plates, Emissive Neon Green lining. 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.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Compulsion to Ride Her bike over any other vehicle. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

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

The previously green highlights and lightning of her bike's speed turns a neon Magenta as the dangerous sparks become more streamlined and calmed, surrounding the wheel's as they flip sideway's and begin to hover over walls and water.


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

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.
  • Surface Skimmer: You are able to move across the top of any bodies of water, ice, or other surfaces where others might sink with no penalty to your movement speed.

  • This Effect not provide any inherent protection from dangerous surfaces such as acid, lava, etc, so be careful!

Gift of Strength

Created and held by Ciaran.
A keyblade

This is a long bladed tradition style key roughly the size of a sword. It has a handguard that wraps around the handle on two sides with a keychain at the bottom. The keychain is a small gift certificate.


This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into a keychain and concealed. Collapsing or expanding it costs a Quick Action. Unless combat has already started, this Artifact behaves as its mundane counterpart.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.

You also gain the following effects:

  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.
  • Shredder: 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 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.

Wulf

Created and held by Kyle Miller.
Features • Hydration bladder with internal tubing to mouthpiece • Passive cooling mesh layer • Hidden storage pouches (tail, thigh, chest) • RFID-shielded chest pocket • Reinforced padding at knees, elbows, shins • Quick-release panels with magnetic clasps (hip and collar) • Removable treaded soles (Velcro-secured) • Detachable fan port (head-mounted, optional use) • Modular indoor/outdoor paw pads • Compression medical wrap tucked in tail pouch • Flexible jaw with subtle articulation Materials • Triple-ply synthetic fur (fire-retardant, water-resistant) • Carbon mesh cooling netting • EVA foam padding • Ballistic nylon reinforcement panels • Velcro and magnetic clasps (neodymium magnets) • Silicone paw pads and nose detailing • Mesh and neoprene head lining • Kevlar-threaded seams at stress points • Polyurethane-coated rubber tread pads • Medical-grade vinyl bladder (hydration system) • RFID-blocking aluminum fiber mesh in chest pocket

Each Persona is crafted carefully to match the individual’s true self.


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 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.

This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

  • "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.

E.G.O EQUIPMENT

Created and held by Rei.
"Report to the Storage Room"

"The otherwise sleek coat is covered with bloodstains of an unknown origin.
Some employees may brag about the bloodstain as a symbol of courage, but it has been there since the archetype was extracted. Perhaps it is the commemoration of all the tragedies of the past and the future.

People used to be afraid of machines in the beginning, but a mechanical rebellion soon became a myth of the past in our world."


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

You have 4 Armor, which reduces incoming damage from all sources of physical attack except WHITE DAMAGE. Armor from multiple sources does not stack.

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.

"The sharp sawtooth of the grinder makes a clean cut through its enemy. Its operation is simple and straightforward, but that doesn't necessarily make it easy to wield.
As machines have no morals of their own, there was no clear boundary between good and evil. This disregard for value is precisely reflected by the weapon’s reliable dicing force.

People used to be afraid of machines in the beginning, but a mechanical rebellion soon became a myth of the past in our world."


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 RED WEAK ABNORMALITIES are increased by 2 Severity levels.
  • Shredder: 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.

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

Gereg

Created and held by Lau Boros (real).
A serpent projected from Lau's mouth

Gereg crawls out from Lau's mouth, delivering a swift, poisoned bite.


Exert your Mind and spend an Action. 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 the snake bites you, paralysing you for one minute and dealing a Severity-2 Injury. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 hours. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a very bright light shines on them.

When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.

  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • 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.

Gereg takes a bite, siphoning the energy from a target to strengthen his master.


Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you an Injury you have increases in Severity by 1d4 points. If a target does not consent to the transfer, you must roll Intellect + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose a single instance of one of the following to transfer between your two targets:

  • Up to two points of Mind damage
  • A single Power. Lasts two hours. You cannot transfer this Power.
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again on the same target for the next hour.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the snake lash out and siphon the effects from the target, and imbue them into Lau, or the reverse.

  • 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 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 +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.