Crafted Artifact

Tenebrae Magnus Gladius

Created by Haerin Yun, given to Luminous Aurora.
Currently Destroyed.
A large, buster blade with a pitch black pulsating core with a red outline, with a deep and ravenous hunger.

A hulking, large, pulsating shapeless sword of pure darkness that leaks with a ravenous hunger, changing into any weapon that suits the user. It tears into the soul of those it harms, no matter how meagre or light the damage it gives, it tears into the soul, regardless of it being held within a body


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

Attack by rolling Brawn + Melee, 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.

You also gain the following effects:

  • Bastard: You may spend a Free Action to change this melee weapon’s base stats into those of any other basic melee weapon. Changing this weapon's base type affects its size, range, Weapon Damage, and roll.
  • 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.
  • Extend-o-blade: This melee weapon may extend up to 50 feet for a single Attack, Defense, or Clash. Retracting back into its usable size is a Quick Action.
  • 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.

Community Artifacts

The De'BoosT

Created and held by Allister Wildheart.
A inside jacket liner for a biker jacket. made out of Kevlar with metallic clockwork arms dangling.

the Frikkie De'Boos Extermination Corp. patch on the back begins to burn with a ethereal blue flame, and ghostly rodents crawl through the jacket as the user takes damage. the ghostly rodents attempt to hold the users wounded body together.


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

Your Body and Mind Penalties are reduced to 0.

If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

Alister shakes his jacket lose, as he does so tiny ghostly clockwork mice tumble out. These ghostly rodents assist the target in crafting a pice of art. As they do so Alister softly critiques and corrects the work while holding a conversation about their mental state. Afterwards alister hands the craft to the target and makes it clear they must show your heart to the world.

When its just him and the rats, he speaks to them as if his long dead friends can still hear him.

"Frikkie, amber... you there buddies."


Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one minute, 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, roll Charisma + Crafts at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to must keep the crafted object on their person and clearly displayed. for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • 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.

Alister throws up a metal gear and flutters his jacket back, as he does so a dazzling array of different tools spring forth occasionally ripping parts of Alister as they fling by at break neck speeds. These tools uses the gear as a central point pressing the gear into the object and using the pieces of Allister to imbue shattered pieces of his soul into it. the process of rending pieces of his soul may leave his body thread bare.


Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside an SUV (4,000 liters). You must use up Metallic Gear in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 20 animated objects at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground or hover up to any height in the air at 40 feet per Round.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
  • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • 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.

Spider 1.1

Created by Jason Valent, given to Bu Fang.
A small box with a spider on it

Jason always had an interest in technology and making it better. Now he makes small spiders that can attach to technology and do his bidding. The technology is draining and takes to to complete. The small spiders will attach to the piece of technology and integrate into the tech by moving it or forming together to plug into it.

What makes the spiders creepy is that it is a small swarm of spider bots they have dark red eyes and brown and black fur.

(NSFW) https://www.latestly.com/socially/social-viral/spiders-swarm-australian-homes-to-escape-nsw-floods-viral-videos-will-give-you-nightmare-2387658.html (NSFW)

The spiders are small and integrate into the technology. Jason keeps the spiders in a small black box that he uses to operate.


Exert your Mind and spend 1 minute to activate. Select a Device within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Creepy spider.

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

Strange leather coat

Created and held by Jason Kyle.
It is a body conforming, rugged leather coat.

Due to the constant exposure to undead liquids and creatures of a similar nature, the strange leather coat has developed a protocol allowing the suit to force its user's neurons and muscles to fire much faster than they ever could beforehand, allowing for greater feats of physical strength. Wrapping the user's extremities in the coat's substance, allowing the user to attack objects without harm back to itself.


You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Cur-Sed Cannon!

Created and held by Edward Buck.
A large robust cannon with a neverending fuse at the loading chamber

When shot leaves a large green smoke trail with a skull imprint it in, a fiery cannonball comes out in the shape of a flaming skull screaming the sound reminiscient of a aztec death whistle.


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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. Attacks do not require a successful called shot to do 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.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.
  • Not Quite Flying: You may Exert your Mind and use up your Movement to “follow” any attack using this weapon, traveling right next to its point of impact.
  • Payload: Your projectiles can carry a payload of up to 3 lbs without a penalty.
  • Pin Down: If your attack hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • 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.

  • The attack must be the primary form of attack for this weapon.
  • 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.

Ether Patch

Created by Nikola Luisawicz, given to Polamedes.
This discreet patch attaches to your side, just above the kidney, with eight shallow needles. It carefully monitors and manages your levels of cortisol (among other hormones and enzymes), keeping your body and mind relaxed in times of crisis.

This discreet patch attaches to your side, just above the kidney, with eight shallow needles. It carefully monitors and manages your levels of cortisol (among other hormones and enzymes), keeping your body and mind relaxed in times of crisis.

While the patch is in use, your movements are visibly sluggish and floaty, and your wounds ooze a clear, syrupy liquid. A blinking light on the patch indicates the amount of stress it's working to mitigate; green for a penalty of 1 or 2, orange for 3 or 4, and red for 5+.


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

Your Stress from Injuries and Mind Damage is reduced to 0.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Sedated - You always act last in initiative, except for mobs. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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.