Crafted Artifact

Fabrication Rights Management Chip

Created and held by Luna Aoki.
This small rectangle of what appears to be glass has some inscription on it. "Blueprint - DOMESTIC USE ONLY - Bishop-Class Inlay - FRM License S/N 0004-A - 3 Walkers - Tactical Use Only

The operator slots the FRM chip into the universal constructor, selects this program, accepts the end-user license agreement, and then waits as it goes into overdrive.

Over the next few seconds, it renders via a sweeping laser 3d print a set of three Bishop combat walkers.

The Bishops are bipedal forms, with a shoulder-mounted metal storm cannon. They have a pair of arms that terminate in both flexible graspers that double as cutters.

Named after the Black Rabbit of Inlé.

The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.

This is an up-armoured version and licensed for domestic use only.


Expend a point of Battery and spend an Action.

Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last 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 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +4 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 6 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Artifacts

The Nautilus Bazaar

Created and held by Jeremy Wesley.
Super Yacht

A Super Yacht granted to him by Jules has been modified by Jeremy with some blueprints he has downloaded from the Mi-Go drone in his eye.


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

This The Nautilus Bazaar has Super Yacht Renforced with Submarine Plating can dive similar to a submarine.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

Pulse Rifle MX7

Created and held by Keiko Harashi.
Expiremental tech from the future of the world that is a super advanced combat rifle.

A bull pup battle rifle from way in the future that fires super heated energy at incredible range and speeds with great over all reliability and ergonomics. It has a acog scope, muzzle break that can change into a Suppressor, under barrel foregrip, laser sight that only the user can see, and can be customized to fit the user's needs.


This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.Unless Only available when life is threatened by hostiles. and Can overheat if shot too many times needing a turn to cool off, this Artifact behaves as its mundane counterpart.

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 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.
  • 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.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • 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.

Foxy

(With sad clowns makeup) 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

You plant your feet — low, predatory — and your knees bend like you’re ready to lunge.

Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.

As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.

Then it happens:

You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.

The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.


Spend an Action. Select a target within arm's reach. Roll Charisma + Influence 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 2.

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.

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

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • 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.

When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.

It isn’t rage.
It isn’t fear.
It’s gravity.

Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.

To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.

Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.


Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • 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.

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.

Your fursuit isn’t clothing.
It isn’t armor.
It’s a living body — a second skin of synthetic fur, reinforced hide, and hidden machinery —
grown around you like a biological exoskeleton.

The bulk of it — the Gio frame — forms a core spine inside the fursuit, housing motors, servos, compressed air bladders, and liquid muscle that flexes with your movements.
It wraps around your arms, legs, chest, and back — internal, not external — powering every lunge, every sprint, every leap.

You don’t sit on the machine.
You don’t ride it.
You and it are the same creature.

The fursuit’s paws hide motorized wheels and amphibious drive systems beneath their pads —
letting you run across the land faster than any natural beast,
or dive into water and slice through it like an apex predator,
all while still moving on your own legs.

When you act,
the machine doesn’t respond to commands.
It responds to instincts.

You feel the buzz of artificial muscles tightening under the fake fur, the flex of reinforced ankles pushing you faster, the brief pressure release as internal air systems adjust to keep you balanced at any speed.

When you Roar, when you Track, when you Hunt —
it’s not a fursuit and a machine and a human.
It’s one body, one will, one wolf.

If you abandon it, it doesn’t just shut down —
it withers like a starved beast, curling into itself and dying, because without your soul driving it, it cannot survive.


This Artifact can be used as a Gio All-Season Enclosed Mobility Scooter. It is roughly the same size as a Gio All-Season Enclosed Mobility Scooter and just as difficult to conceal.

This Gio All-Season Enclosed Mobility Scooter has Key Features: • Hidden spring wheels in the thick soles of the feet. • Manual movement still possible (walking, jumping, crouching). • Optional glide mode triggered by a shift in weight or internal button. • Zero visible mechanical parts unless you’re upside down. • Slightly heavier foot padding to hide the hardware.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Flying Solo: Your vehicle cannot have any passengers.

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.

Eye of Saurom

Created and held by Marquis Galperin.
A neclace with a dark chain with an eye normally closed.

If the wearer fears for his life then the eye of the necklace will open violently showing a bright and orange eye. Whoever looks upon it or towards it will be targeted.


This Effect activates whenever The wearer fears for his life. It does not require an Action or Exertion. Select a Human target within 20 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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.

Good Non-Apple Airpods of Interpretation

Created by Luci Alessi, given to Dominic West.
These are cordless earplugs that fit snuggly into any ear and are indistinguishable from normal buds.

You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you as well as taking control of the motor control of your mouth when you speak, allowing you to speak flawlessly in whatever language your target speaks.

When concerning other facets of communication, your shadow will interpret anything you see to you in real time.


Exert your Mind and spend one minute.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

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.

  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

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.