Crafted Artifact

Frank's Multipass

SLE4442 Chip Card with nanomorphic coating.

A thin coating of nanite material has been applied to this plastic card, which can now change its outer form to become a driver's license, Passport card, government employee ID, security system badge, or any other form of ID or security pass the bearer wishes, including affecting the chip, mag stripe, or NFC components to generate valid responses on scanners.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card and just as difficult to conceal.

Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identification & Security cards. This lasts until you decide to end the Effect, which may be done as a Free Action.

The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.

The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

Community Artifacts

Doctors bag

Created by Doctor Malcolm, given to Faira Lenora McDougall.
Currently At home.
A large leather black medical bag with a big red cross on it

...


Expend a point of Battery and spend 1 Action.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully 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 attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.

  • 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.

...


Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired.

After the full treatment time has elapsed, you may If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

...


Expend a point of Battery and spend 1 minute. Select a Living or Dead target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

...


Expend a point of Battery and spend a minute. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect.

  • 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.

..


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

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Perfect Dosage: When dosing a creature, you can intuitively control the dose based on desired effect. Dosages do not have to be carefully measured and prepared ahead of time. The full dose (syringe, pill, etc) is still used up.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.
  • Surgeon Extraordinaire: You may perform any mundane surgery without inflicting or worsening an Injury, and recovery time is reduced to an hour.

  • Pursuant to the drug rules, all drugs take a minimum time to take effect, depending on the method of dosing.
  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Princess Crown

Created and held by Amy Lightner.
A circlet of silver and gold, nestled in the hair of the Princess. Various precious gems stud it.

A Princess knows how to communicate with their subjects, for her noblesse oblige requires it.


You gain the following benefits as long as you are in alternate form and you are wearing this Artifact.

You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.

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

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • 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.

Totally Normal Leather Bag

Created and held by Jason Kyle.
A giant 100 litre black leather duffel bag with many zippers and locks and with straps and locks to hold everything inside in place

It is a small pocket dimension inside the bag. It absorbs what is being taken in a cloth-like flesh substance that keeps it inside the jacket. Sometimes the buttons blink


This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.

If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of this container appear normal and unremarkable.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

Prismfang

Created and held by Taro Kinji.

I can better describe it in its sheathe

The Prismfang’s Sheathe

The sheath is a seamless fusion of polished black alloy and crystalline inlays, mirroring the blade’s elegance. A single prismatic vein runs along its length, catching light and subtly shifting hues. Its ultra-thin profile hugs the blade perfectly, ensuring a silent, fluid draw.

A magnetized locking mechanism replaces a traditional strap, holding the sword effortlessly in place while allowing instant access. The sheath’s mounting brackets attach smoothly to the wielder’s hip, distributing weight for perfect balance.

When sheathed, the katana’s light-distorting properties extend to the sheath, creating a slight ripple effect around it—almost as if the sword itself resists being contained.

**The Prismfang Katana**

A weapon that **commands attention without excess**—every detail is engineered for **precision, beauty, and intimidation**.

**Blade**
The blade is made from an **unknown crystalline alloy**, looking **almost like polished glass**, but impossibly strong. Unlike traditional katanas, it has a **razor-straight spine with a subtle inward curve**, blending ancient craftsmanship with a futuristic edge. The surface shifts between **mirror-like reflection and prismatic shimmer**, scattering light in mesmerizing, controlled patterns rather than chaotic bursts.

When moved, the blade refracts light **just enough to distort its surroundings**, creating a subtle, almost **mirage-like effect**. The edge itself has a **faint, geometric engraving**, its patterns **changing subtly when viewed from different angles**—as if the sword is adjusting itself to its wielder's intent.

#### **Hilt & Guard**
The hilt is **wrapped in a seamless, synthetic weave**—cool to the touch and **adaptive to grip pressure**. Instead of a traditional tsuba (guard), the katana features a **sleek, angular frame** that extends slightly outward, glowing faintly with an **internal energy pulse** that reacts to motion. The glow isn't excessive—just enough to make it **noticeable in dim light**, a controlled beacon of deadly elegance.

At the pommel, there is a **small, embedded gemstone-like node** that serves as both an energy regulator and a counterweight, ensuring **perfect balance in any grip or stance**.

#### **Presence & Effect**
- **When drawn, it leaves a soft, fading trail of light,** as if the blade itself is slicing through existence with calculated intent.


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

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 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.

You also gain the following effects:

  • Bane: Injuries dealt to Eldritch Being are increased by 2 Severity levels.
  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • 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.

Varpal Sword

Created and held by Alicia Pleasence Liddell.
Alice's sword is slender and gleaming, with a heart-shaped guard and a handle adorned with lace and butterfly motifs. The blade itself is elegant and finely crafted, reflecting light with a pristine edge that suggests both grace and precision in combat. Its overall appearance combines whimsical charm with the practical elegance befitting of a heroine navigating Wonderland's fantastical challenges.

When the Gift is used, participants and observers see a shimmering aura around the user, emitting a soft, ethereal glow. The air hums with a harmonious vibration, evoking tranquility and heightened awareness.

Alice's sword, forged in dreams, wields Wonderland's magic, a symbol of courage and whimsy


This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into It's a miniature version of the sword that Alice has hanging from her belt. and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • 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.

  • 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.

The conection that Alicia has with the sword.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

  • "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.

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.