Crafted Artifact

Gift for the Donna

Created and held by Harriet Kel.
Currently Lost.
An icon depicting a Moth shaped key in the center of a magic circle. It fits comfortably in the palm of your hand, and is wrapped in a crocheted holder.

The user traces the carving of a moth shaped key repeatedly, thinking of the shape they wish to hide in. At the end if the ritual, a new skin drapes over the user like a cloth.

This artifact allows the user to summon a new skin from the Mansus made of the jumbled memories of the dead, and remove the distinction between the user and the new skin. For a time, at least.


Exert your Mind and spend a half hour.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Community Artifacts

Коміт

Created by Liam Holloway, given to Iryna Vorobyova.
A black racing boat with Коміт painted on the side in bright orange. It’s piloted by the ghost of Alexander Smith, a British journalist who was killed by fishermen in the Amazon.

These haunted vehicles can be piloted by the ghosts that haunt them in addition to the owner. If the ghost takes the wheel they can issue commands to the self-driving feature.


This Artifact can be used as a Motor Vehicle. It is roughly the same size as a Motor Vehicle and just as difficult to conceal.Unless it is Haunted, this Artifact behaves as its mundane counterpart.

This Motor Vehicle has a standard load out for it's model. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

This vehicle has a an item somewhere within it that carries a Shackled Ghost. It can be collapsed into the item the Ghost is Shackled to. When this occurs, it is as if the vehicle discorporates into thin air. It can be disguised to look like any motor vehicle of similar size, & if introduced as such people will believe it is exactly where it's supposed to be.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a motor vehicle but can be collapsed into a haunted object and concealed. Collapsing or expanding it costs a Quick Action.

Whenever you show this Artifact to someone, you may give a general description of an Object within the category of Motor Vehicles, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion. This Effect cannot be used unless the item is haunted.

The way the Artifact is seen 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.

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

Blade of the cursed

Created and held by Jawl.
Jawl's trusty knife, they carry it with them everywhere. Based on Jawl's outfit it's appearance and visual effects will change, but only cosmetically.

Jawl winds back their arm as their knife turns into a harpoon which they then hurl at their target, embedding it into their code and yanking them backwards.


Spend an Action. Select a Object or Animate target up to 100 feet away. Select a distance up to 100 feet.

Targets are pulled towards you until they are the selected distance away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

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: Only good captain's a drowned captain - You have a natural distrust of any people in power. Roll self-control to trust anything said by someone in power at face value. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Jawl hurls the knife, sticking it into the code of the target before swinging or pulling themselves towards it, as if they are repositioning themselves in the code.

requiring substantial physical/mental effort (e.g. moving heavy objects or gathering info on a topic I am not already familiar with) putting myself in potential physical/mental harm (hunt someone down/steal something)
I'm not going to be forced to roll it of someone asks me to hand them the tv remote (but I may for the funnies)
or if someone asks me to do something I can do very easily with little to no effort or risk (kill a downed target, get up on top of something tall) (again, I might roll it there, again, for funnies)


Spend an Action. Select a Object or Animate target up to 100 feet away. Select a distance up to 100 feet.

You are pulled towards the target until they are the selected distance away.

This Effect cannot move anything heavier than 500 pounds.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

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: World don't do fair and equal... but I do. - Roll self control to agree to do any significant task requested of you without some form of compensation. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

CoDeT (Collective Delusion Transceiver)

Created and held by MOLL(ⲩ).
The CoDeT is used to make direct connection with MOLL(ⲩ)'s dream engine. With it, the borrowed power of the Somningenium is at your fingertips. Use it responsibly. Unconscious submersion for longer than two hours per day is not medically recommended.

An intense cyan light flares from the microprocessor's spot beneath the user's skin (typically installed on the back of the neck or base of the spine). The user's irises, as well as random capillaries in any body parts augmented by their borrowed powers, emit the same light until the channeling is complete.


Exert your Mind and spend an Action. Choose MOLL(y) as a target, regardless of how far away they are. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a catastrophic synchronization error - immediately gain all of MOLL(y)'s current traumas. If you would gain no traumas from this, roll to resist the following Trauma: 'Identity Sublimation - When using a secondary ability, roll Self-Control. On a failure, roll as though you had a score of 0 in the ability.'. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Power. Lasts two hours. You cannot transfer this Power.
This Effect cannot be used again for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

  • If the Player that controls the selected Blood Bond target is not present and has not given prior authorization that their character consents to all transfers, the Effect fails. You cannot pause the game pending communication with a Player that is not present.
  • 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.

Monkey Leader ring

Created and held by St. Poppy.
An assumming ring made out of stainless steel. Has a lapis lazuli circular center

Ring obtains a blue aura and summons emilio, the monkey


Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Monkey becomes hostile and beigns targeting me..

Summon the one and only Sapient Monkey at your location. They last until they are destroyed They are controlled by you. They will attack any snail targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most one minion 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 blow dart Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. Your minion is able to thieve and sneak with a 8 dice pool. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

If killed, you cannot re-summon your minion until after your next Contract.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • Minions will only attack snail targets that are larger than a mouse.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

The Aegis-Grav Gauntlets

Created by Viktor Caetano ("Lex"), given to Akira Han.
The Gauntlets themselfs seem to be made out of some sort of grey metal, with what seems to be a small glass canister which has a swirling blue and purple liquid, which seems suspended inside. Wires also seem to be coming from inside of the Gloves attaching themselfs to other parts of the gloves some connecting to the palms of the gloves which seems to be a seperate piece of stainless steel, however when activated it seems to shimmer blue/purple. On the left gauntlet seems to be a slider when used, There would be an Option to input some code... with a hologram keyboard popping up with selected.

Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.


Expend a point of Battery and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • 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.

You only gain the benefits of this effect if you are in Urban Environment.

As the user activate the program on the watch a bright light would appear from the watch for a brief second before dimming down as a light blue shimmer ingulfs the user and a timer on the watch starts ticking down it starts at "1 Hour, 59 Minutes, 48 Seconds."

The code itself is rather normal, but whatever the Protocol is placed into is supernaturally enhanced when the code is activated that causes a force field to expand from the user onto the person.


Expend a point of Battery and spend an Action. Roll Intellect + Technology at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

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.