Crafted Artifact

Shiny New Toy Gun

Created and held by Mark Sinclair.
Shiny New Toy Gun

This kid's sci-fi toy blaster lights up and flashes and makes the same types of noises you'd expect from the original, but it also fires out a red energy beam at the target like from some cheesy sci-fi movie or TV show. Also noticeably the beam is very harmful to living beings.

Also, of note, being a toy, it seems more accurate the more dramatic you are rather than based on eye-hand coordination.


Spend an Action. Select a Living target within 50 feet. Roll Charisma + Performance 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.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • 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.

Community Artifacts

Psionic Circlet

Created and held by Vector "Yora'tu" Kertan.
A blue crystal of Aqua aura embedded in a headpiece on where third eye would be.

Once attuned an nearly invisible mark is created on third eye of recipient. While communicating the third eye starts to glow faintly, thus becoming visible.

Every data channel is two sided. Remember which side are you on.


Spend an Action. Select a target within 300 feet of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are attuned to your target. You can attune by spending an action looking in the eye(s) of your target. You can have up to Itellect number of attuned targets.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

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

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with 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.

A blue crystal of Aqua aura embedded in a headpiece on where third eye would be. When focused on it helps user to move and otherwise interact with their surroundings with mind itself.

It slightly glows reacting on wearers thoughts and goes bright when used properly to affect reality.

A crystal popped from an old trinket for a game said to be real thing actually happened to be not that far from false advertisement. Unique way of artificially coating dumortierite quartz with gold gave the crystal potential to become functional.


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

You can interact with things that are within 10 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 10 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

E.G.O EQUIPMENT

Created and held by Mormon Icasas.

SPEND 3 PHYSICAL SEVERITY TO ACTIVATE THIS EFFECT; DOES FULL DAMAGE TO ALLIES IN THE BLAST ZONE.

"A single bullet ain't enough… Until echoes of gunshots and plumes of smoke bury all that I've ever remembered…!"


Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Location within 150 feet. This Effect cannot be used unless FELL BULLET EGO IS FULLY WORN & AGENT OF DISCIPLINARY. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The area within 50 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms 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 50 feet of the chosen Location with Damage equal to your Outcome + 10.

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 you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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.

DEALS ALL DAMAGE TYPES, ONE PER SHOT.

IN ORDER:
1.) Red
2.) White
3.) Black
4.) Pale

A magic wand surging with the lovely energy of a magical girl. The holy light can cleanse the body and mind of every villain, and they shall be born anew. Set ablaze, they won't want to wake up ever again.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Silencer: The report of any shots you fire may be made silent at will.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

"I think, I... I did this. I, I couldn't stop myself. It's my fault. I ruined everything. I betrayed the people who were kind to me. I don't remember why I did this..."

"I don't know. They aren't moving. There's so much blood. I'm sorry. I'm really sorry."

Three bodies were found in the Abnormality's Containment Unit. The Abnormality lost all memory of the incident afterward.

DAMAGE DURING WORK DOES NOT COUNT TOWARDS THE TRANSFORMATION.


This Effect activates whenever successfuly attacked by the Villain or you reach 4 mind severity. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless REACH 4 MIND SEVERITY and QOH EGO IS FULLY WORN. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

You transform into The Magical Girl of Hate for 3 minutes. You have access to all of your Powers while you are The Magical Girl of Hate, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, and your Perception is increased by 3. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into E.G.O CORROSION. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

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: All Returns to Nihil. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You may only use this Effect once per day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

To know means to understand. We successfully extracted the archetype and materialized it, and the observer reshaped it into a weapon.
This is why we highly regarded the act of observation.

The eye sockets of the hollow skull stare into sins, and the crown of thorns casts blame. Those who are willing to spill blood for the greater good will be readily given approval for its use.


This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.

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

You also gain the following effects:

  • Bane: Injuries dealt to WHITE WEAK ABNORMALITIES 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 people you love will remember you as yet another victim that lost their head. This is still a battlefield."


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

You have 4, which reduces incoming damage from all sources of physical attack except PALE 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

  • This Effect’s Armor rating cannot be increased by any other Effects.

"Further experiments were canceled. Scientific ethics decree that all footage of those who participated in the experiment is to be kept sealed. However, the incident left us no choice but to review the footage of the Containment Unit."


Exert your Mind and spend 1 Action. This Effect cannot be used unless Penitence weapon is equipped.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself so long as you have fully diagnosed or 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.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

You may only use this Effect once per day.

  • 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.

TAKES ONE ROUND TO CHARGE UP; HEALS ALL ALLIES IN THE BLAST BY 2 BODY AND MIND SEVERITY. MUST AUTOMATICALLY USE WHEN BECOMING HYSTERIC AND SELF STAGGER; FRIENDLY FIRE ACTIVATES WHEN BECOMING HYSTERIC.

"Heed me, thou that are more azure than justice and more crimson than love…
In the name of those buried in destiny…
I shall make this oath to the light.
Mark the hateful beings who stand before us…
Let your strength merge with mine, so that we may deliver the power of love to all…

ARCANA SLAVE!!!"


Exert your Mind (unless In hysterical hate) and spend an Action. Select a Location within 1050 feet. This Effect cannot be used unless QOH EGO IS FULLY WORN. The area within 50 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Charisma + Performance at Difficulty 6. Targets remaining 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 50 feet of the chosen Location with Damage equal to your Outcome + 6.

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.

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. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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 white horse

Created and held by Mary Mary.

A white motorcycle with saddle bags, and a side car that folds out into a tent.


This Artifact can be used as a motorcycle with tent side car. It is roughly the same size as a motorcycle with tent side car but can be collapsed into model car and concealed. Collapsing or expanding it costs a Quick Action.

This motorcycle with tent side car has ________. 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.

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

De'BoosT Chrome Rider Deluxe

Created and held by Allister Wildheart.
Currently At home.
A heavily Padded brown leather biker jacket with a inordinate amount of biker patches. the back of the jacket has a stitched in denim leather logo of the Frikkie De'Boos Extermination Corp.

Blessings of the forge father

7
Requires Seasoned

Cyclone, Betrayer Of The Storm

Created and held by Drake Rawlins.
A large futuristic revolver

When firing Cyclone without any bullets loaded, the chamber of the revolver glows bright blue. With each shot almost looking lightning as it fires.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 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.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

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.