Crafted Artifact

Iryna's New Turn Coat

Created by Leon Vanderblight, looted by Archetype.
A long black trench coat with the image of a nine tailed fox woven into the inner structure and a hood for the rain.

The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered. The jacket allows you to use the senses of the creature attached to the object and in turn channel magic through its senses.


Exert your Mind and spend an Action to activate. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox.

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. Exhaustion’s penalty and duration stacks with multiple activations.

You may only use this Effect once per day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
  • 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.

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

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.

  • You can target yourself if you qualify as a valid target by the other requirements.

Community Artifacts

Staff of the Crimson Flame

Created and held by Sora Tatsuya.
A large staff with a crescent moon shaped head and an orb hovering in the center of it. When activated, the orb will glow with crimson flames

As Sora recites the oath, crimson flames begin to spill out from the ball at the head of the staff. Flowing to every oathtaker and marking them with a ringed tattoo of flame.


You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must grasp the staff as the flames spill from it to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

You may revert a penalty for breaking one of your oaths on any participant other than yourself.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

It is obvious to your targets that the oath you are proposing will be supernaturally enforced.

  • Reverting a penalty covers only the direct penalty for breaking the oath, eliminating the relevant Injury, Battle Scar, etc.
  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Ring of Phasing

Created and held by Dr. Jenna Harkness.
This platinum ring holds a translucent opal that shimmers when the power is activated..

When Dr Jenna Harkness uses this ring her body shimmers as if light was passing over glass. She is transparent and can not interact with objects in the world.


Exert your Mind and spend an Action to activate.

You become intangible for the next 1 minute. Once you revert to your solid form, you cannot use this Power again for 1 hour.

While intangible, you take no damage from physical attacks, and many Effects will be unable to interact with you. You cannot use any of your own Gifts. You cannot touch or interact with things in the physical world.

You may “drop” any intangible items which are on your person. They become tangible again once you have let them go.

You may end this effect prematurely as a Free Action.

  • Effects that do not require a physical target may still affect you. It is ultimately at GMs discretion whether a given mystical or supernatural thing in a Scenario will impact intangible targets, but generally things with physical components will fail to work properly on you when you are in this state.
  • Any items and equipment on your person become intangible along with you. You can hold them and move them around, but they are intangible and thus will not work for their intended purposes.

"Rabbit's Foot"

Created and held by Oswald the Lucky Rabbit.
A white gun with a black outline.

Oswald can use this gift to attack enemies.

Inspired by the paintbrush that Oswald's ex-friend used, "Rabbit's Foot" acts as a more offensive weapon compared to the brush. This gun has proven useful many times for Oswald to protect himself from "The Mob of Hollywood".


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Bane: Injuries dealt to Anthropomorphic Animals are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.

  • 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.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Tin Foil Hat

Created by Murdoch, given to Juan Garcia.
This hat has an interior carefully lined with tinfoil, copper wires, & bits of turquoise & oregonite.

No one fashions a Tin Foil Hat like Old Man Murdock! Has bits of Oregonite in there too, don't-ya-know??? Typically a straw cowboy hat, but other models are possible.

Conspiracy Theorist: Every time you are told a Conspiracy Theory, you must make a Trauma roll to not believe it implicitly. Effect persists up to a month after removing the hat.


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

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • 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.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Conspiracy Theorist. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • 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.

Norton's Eyes of the State

Created by Ethos, given to Issac Norton II.
A badge with a small button camera on the bottom nearly imperceptible to the human eye.

Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!


Exert your Mind and spend an Action. Select a Location within 10 feet.

You place a ward,. You can perceive with all your senses through the ward as though you were standing at its location. Your wards last 3 hours. This Artifact may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

You may destroy the Ward to activate one Investigate Individual, Object, or Area Effect as though you were standing at its location.

You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by ring tone of choice.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

You may communicate through your ward, though doing so will reveal its presence.

  • Full Spectrum: This investigation Effect is as obvious as it would normally be. The Effect is targeted as though you were standing at the location of the Ward. You must pay all activation costs and satisfy all activation requirements of the Effect.
  • Your ward's recording is maintained even if your Ward is destroyed.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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.