Crafted Artifact

Tenebrae Magnus Gladius

Created and held by Haerin Yun.
A large, buster blade with a pitch black pulsating core with a red outline, with a deep and ravenous hunger. There is a black pawn keychain attached to the end of the handle.

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 gas ring

Created and held by Tobi.

A ring where I just have to show my victim my hand to activate.
When activated they will immediately be more inclined to listen and follow my words. This will also affect their emotions significantly making them more emotional


Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence (5 dice) at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, tuned together and strapped to her wrist. She turns it on and sweeps the area, tuning it to the latent radiation around her to find the places where it’s most disturbed. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.


Exert your Mind and spend one minute.

You automatically detect all weapons of mass destruction within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

Even if there are no weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

The means by which any weapons of mass destruction are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

A light emits from the machine, flickering and strobing as it scans the entirety of the person in question. A marvel of medical technology amongst the likes of X-Ray, CAT Scan, and dna sequencer, but more versatile than any prior machine.


Spend 2 Actions. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Intellect + Medicine (3 dice) at Difficulty 6. The target resists by rolling Body at Difficulty 7.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent. You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.
  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.

The quality and specificity of information gained depends on your Outcome.

Any information you gather is printed, displayed, and read by the artifact. and made publicly available.

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

You cannot investigate the same target more than once per 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.

volonte Lega

Created and held by Antonio.
a bottle with carvings of prayers and text

I through dust on them and when activated it makes the target look visibly older for a second then affects appear


Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the dust must cover them a good amount. You must use up items made from downtime in order to activate this Effect. Roll Intellect + Occult (7 dice) at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Brain Fog: The target’s thoughts are muddled and incoherent. They must succeed a Mind roll to remember details of things, at Difficulty 7 for old details and Difficulty 9 for things which occurred while afflicted. They also take a -2 penalty to all mental actions, which grows by -1 every hour until it reaches your Outcome.
  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine (3 dice) at Difficulty 6, and can be cured by priest's prayer.

You may cure any target you’ve afflicted at any range as a Quick Action.

When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

You may only use this Effect once per day.

  • A given target can have a maximum of one Suspended Effect on them at a time. The selected triggering Action cannot be used to reveal information about the target (e.g. no "activate when they are a vampire"). It must be an Action they take, not a thought or something that happens to them.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • 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.

Character Notebook

Created and held by Bill Hawk.
A Notebook for Notes

The author writes a character description. When he is finished, he slams the notebook in his face and changes his appearance


Exert your Mind and spend 2 Actions.

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 may change the appearance of your outfit. 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.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

The wearer places his pencil on the notebook and begins to concentrate. Over time, a map appears on one of the pages of his notebook.


Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation (6 dice) at Difficulty 6.

You learn the following information about the area:

  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
The quality and specificity of information gained depends on your Outcome.

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: Weak stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You cannot investigate the same area more than once per 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.

Fantasio moves his pocket watch in front of a target hypnotizing and making them fall asleep.


Exert your Mind and spend an Action. Select a Living target within 30 feet. This Effect cannot be used unless They watch the movement of the pocket watch. Roll Charisma + Performance (4 dice) at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, 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 minutes.

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.

When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.

  • 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.

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.