Crafted Artifact

Portable Sun

Created by Andromeda, given to Koriol Celestheryne.
Reminds You of a Friend
Crafted by Koriol Celestheryne

You chase each bond after bond like it's all you'd ever want, not knowing it was always meant to be fleeting. The beauty of life and serendipity escapes you as you insist on pinning the red string of fate upon each and every milestone.

Now, it has made it to your gifts as well. They are tethered to you by what may be an invisible string, and eventually you are bound to be connected to so many that you become a network of promises. The visuals remind you of an evidence board, beautiful in its ordered chaos, soon to be smothered in red.

This item has been promised to you. Do not let anyone take it away.
Never again.

On the red string:
Koriol, ever the artist, weaves in crimson strings. They wrap around and through the artifact, pinned down in the same manner that one would install 10 locks on a door. He's slipping. He needs a safety net. This will have to do. Soon enough the strings appear to vanish, but deep down we all know... it was meant to be.


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.

  • "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.
Crafted by Andromeda

"Please think carefully before you use this."

The Portable Sun appears to be a small sphere (slightly larger than a tennis ball) that resembles a miniature sun. The artifact emits a faint light and is warm to the touch. The Portable Sun's texture is weirdly fuzzy and glass-like, feeling similar to how one would expect television static to feel.

When activated, the artifact will glow brighter for a moment, before quickly launching a fiery solar flare at the target. The flames dance through the open air, fizzling out into nothing if they fail to find a suitable target. Upon colliding with a target, the solar flare sets it ablaze.

Having learned about the possibility of crafting magical items during the events of Don't Look Up, Andromeda sought to craft something of her own. By channelling her mind, magic, and passion, she was able to create the first Portable Sun.


Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

You may start a new fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

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

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 2 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • 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.

Community Artifacts

Crafters apron

Created and held by aa.
an old black leather apron stained with oil and soot

This black leather apron has a supernaturally enhanced shield of magical energy that protects the wearer from harm


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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

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

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

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

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

The Ogon's Welding Torch

Created and held by The Ogon.
An intricately designed back and wrist mounted welding torch.

The torch shoots out a huge gout of flame from the wrist-mounted nozzle.


Spend an Action. Select a target within 45 feet. Roll Brawn + Alertness 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. Armor is fully effective against this Damage.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

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.

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

  • 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.

Flame gouts spew from the nozzles mounted on the sides of the back-mounted welding tanks.


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

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 nozzles on the sides of the tanks on the back. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your nozzles on the sides of the tanks on the back 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:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • 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.

Shoots out a directed flame from the nozzle on the wrist to start and guide fire, or with some effort, draw it in and away from it's source.


Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

You may start or extinguish a fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 4 puts out the fire
  • 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 Meatgrinder

Created and held by Jerm Anynetfv.
A absurdly large minigun that Jerm has affectionately dubbed The Meatgrinder.

The barrel whirs to life as Jerm cackles maniacally, mowing down all in his path.


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • 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.

  • 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.
  • 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.

Mockingbird

Created and held by Antonov Andreevich.
A handgun engraved with motfis of snakes and with a glowing purple crystal charm.

A gun created in memory of one long gone, Antonov uses this gun, filled with a new purpose: revenge.


This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into A lighter and concealed. Collapsing or expanding it costs a Quick Action.

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.
  • Bane: Injuries dealt to Warlocks and Patron Deities of Warlocks are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • 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.
  • Silencer: The report of any shots you fire may be made silent at will.

  • 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.
  • 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.

The bullet hits the target, inflicting drowsiness


Exert your Mind and spend an Action. Select a Living or Animate target within 30 feet. Roll Dexterity + Firearms at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.

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.

  • 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.

Diva - Prime

Created and held by Winsley Herman.
It appears as a clockwork version of the desired weapon. The projectiles are self-produced caseless rounds made of brass. The Words “Mortui salutem” Are etched into each round. Gears churn silently throughout its immaculate brass casing. Shots are left to a whispered hiss of steam. When changing forms tentacles reach out from within the casing and rearrange the barrel and shape in a moment. It can turn into a seemingly mundane lighter with clockwork inspirations that still functions as normally. Diva is a god of violence and craves the thrill of the hunt.

Winsley's deals are getting more serious, so naturally he requests to never be separated from his 'Friends'. If he is ever separated from one of the items he holds so dearly he can call upon some of his benefactor's debts and open a tear in the fabric to bring them to him.


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.

It appears as a clockwork version of the desired weapon. The projectiles are self-produced caseless rounds made of brass. The Words “Mortui salutem” Are etched into each round. Gears churn silently throughout its immaculate brass casing. Shots are left to a whispered hiss of steam. When changing forms tentacles reach out from within the casing and rearrange the barrel and shape in a moment. It can turn into a seemingly mundane lighter with clockwork inspirations that still functions as normally. Diva is a god of violence and craves the thrill of the hunt.


This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a unique clockwork lighter and concealed. Collapsing or expanding it costs a Quick Action.Unless You have another living Artifact, this Artifact behaves as its mundane counterpart.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

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.

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: you believe that the gun is alive at all times, is named Diva, and is a close friend you’ve known for years. during moments or rest or extreme stress make a self control roll not to talk to the gun. If any Diva is destroyed make a trauma roll.. If they lose possession of this Artifact, the Trauma 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.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
  • Silencer: The report of any shots you fire may be made silent at will.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • 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.