Crafted Artifact

The Important Radio

Created and held by Captain Ten Zero.
This handheld radio has an extra, unlabeled, button. It's big and red.

After the death of the most promising Zeta unit, Zeta 9, the program was retooled. Mass production became the main focus. After all, quantity is a quality all of it's own. The Zeta units are a mass produced combat android rarely seen on the battlefield. These special units have been modified to be launched from the Dawn Hammer in specialized drop pods from the roof of the vehicle.

These drop pods have been tuned to emit a haunting whistling sound as they fly through the air to the requested destination. When the Zeta units steps out of the pod, it's shrouded in a fog as the hydraulics that absorbed the impact release the pressure, making for a dramatic entrance, which is only amplified by the menacing appearance of the android.


Expend a point of Battery and spend an Action. This Effect cannot be used unless The Dawn Hammer must have access to the open sky. and The Dawn Hammer must be in Vehicle Mode for at least one turn. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The drop pod debris strikes the contractor, dealing a sev 4 injury and knocking down the contractor over..

Summon up to 3 Sapient Mass Produced Combat Android at your location. They last until they 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 4 dice to dodge, Grapple, or make Firearms Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 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 3 dice. Your minion is able to Medical with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Artifacts

She looks like a wolf-dog. Not some beast from storybooks—just a huge, quiet animal with thick gray-black fur, watchful eyes, and a soldier’s stillness. People see her and think “guard dog,” not “war mount.” No one expects what happens next.

But when you climb onto her back and give the silent signal, she moves. The world blurs. Wind howls. The pavement cracks behind her. She runs faster than any motorcycle, leaps impossible distances, and, when needed, takes to the skies without wings. And only then do people realize: she is not what she seems.

She does not tolerate passengers. She follows only one rider. She can think, act, and hunt on her own. If left behind for more than two days, she will lie down like a faithful hound—and never rise again.

She is no machine. She is no myth.
She is your companion.
She is the last steed of the old ways.
She is Volchitsa.


This Artifact can be used as a Kawasaki. It is roughly the same size as a Kawasaki but can be collapsed into Collapses into A Wolf Pendant made of wolf bones and concealed. Collapsing or expanding it costs a Quick Action.

This Kawasaki has Looks Like A Large Wolf Dog. 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.
  • Force Field: You may Exert your Mind and spend an Action or Reaction to ignore all Damage and destructive Effects against your vehicle this Round.
  • Jump: If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • 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.

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

...


Exert your Mind and spend an Action. Select a Non-Sapient Object within arm's reach no larger than a large luggage bag (75 liters). Roll Intellect + Crafts Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.

..


Exert your Mind and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + Crafts at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

  • 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.

Finely tuning the magic of the rod, it ca now break weapons and armor in combat.


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

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

You also gain the following effects:

  • 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.

The Hands of Time

Created and held by John Doe.
A professional looking silver analog watch with a small puppet character as the hands that tell the time. On the side of the face, there is a normal knob to set the time, and a button that looks like it belongs on a digital watch rather than an analog one.

John presses a small button on the side of the watch face, and turns invisible. The invisibility propagates from the back of the watch face and wraps around his body. The same happens when the duration elapses, with visibility beginning in the same spot and wrapping around.


Exert your Mind and spend an Action.

You are obscured in one of the following manners. Lasts 30 minutes.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Dad’s Wedding ring

Created by Freddy Newman, given to Lewis Black.
A golden ring with a red ruby on it

Clenching the fist with the ring on it causes screams of victims souls who are inside of the ring to be heard. The ring starts to faintly glow red and something akin to red mist exists the ring covering a smaller area next to the contractor. The mist fades quickly as it came only leaving behind a mindless humanoid being resembling Gladys Newman looks, which has access to a part of her fighting power.

Her actions in the war have left her be feared by her enemies and respected by her comrades. Her country send them there to help people there against the communists ruining their country. What ended up happening was that they were the ones to ruin their lives instead. The many atrocities she committed for “democracy” imbued the wedding ring she bought for her husband, with the hate , fear and pain of all the victims. She tried to leave it all behind by moving with her husband to London. Frederick Newman Senior sadly passed away through a tragic , unlucky car accident leaving Gladys a Women. Freddy still tries to spend as much time as he can with his mother but sometimes her mind wanders off , wanders off back in to the war. She always tried to raise Freddy to be a man that follows the law and helps people, to raise a man and to not make the same mistakes she did. The only thing that she has left from the war is the smell of burning human flesh in her nose and sleepless nights.


Exert your Mind and spend an Action.

Summon up to 3 Non-Sapient, Animate Malformed Gladys Newman Clones at your location. They last until they 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 3 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 5 Armor.
  • Movement: Minions can move 15 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 3 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.

Soul and mind Rat pendant

Created by Gulliver Archer, given to Wei (UA-566).
Small rat skull with a hole drilled in the head to hold it by a string

Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day


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

You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.

  • 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.

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.