The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Taking it and wrapping it around the wound, the injury and scar starts to feel ticklish, then it starts to visibly heal and restore itself to its original state, though there is a rather intense itch for that moment.
Due to wearing the artifact, when one wakes up, they will find the smell of their own flesh possibly seeping into the neckerchief, resembling that of... well, lets just say it makes one appetite quite hungry.
Exert your Mind and spend an hour. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may use this Effect to remove a physical Condition from your target instead of a Battle Scar.
A longsword with a blade light blue like the reflection of moonlight on a lake. It’s guard looks as if it was made of pure gold. The hilt is the color of emerald with symbols and insignias that had their meaning long forgotten to time. The pommel seems to have been made out to the same material as the guard.
The tale of the sword tells ,that a king of older days sought out to create a weapon which would make him the most invincible warrior under the sun. He called upon a witch who told him to bring 10 bars of gold and 10 if the best emeralds at full moon to a mystical lake at the outskirts of the kingdom and that only a just king is worthy of holding such blade. The king brought the items there and as instructed put them in the water of the lake. He saw that the light of the moon hit the center of the lake , a women whose Beauty was not matched emerged from it with the legendary sword in hand.
The sword made the old king unstoppable he went against the wishes of the witch and started a crusade to accumulate as much land and power as he could. It was a time of the shedding of blood and the shedding of tears.
The blade was turned from its holy blue into a demonic red and the hunger for blood seemed to would have never ended. That’s why the son of the king sneaked into his chambers one night and used the forsaken sword to cut of the kings head.
The son returned the sword to the lady of the lake at full moon to wash off its sins. Once the water touched its blade, the red colour faded away and left behind the original blue colour. The lady inquired if he wanted it back but the new king knew that he was equally as unworthy as his father was to wield such divine weapon.
It was laying there barren until now!
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into a silver doubloon and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The user rubs their fingers along the Pendant as clouds outside begin to coalesce and darken, the wind feeling charged as a holy light begins to envelope the radius before a crackling boom of lightning and thunder, followed by the screaming of... a Godlike being screams out, with an intense boom of lightning and thunder, causing an explosion where the lightning had landed.
Expend a point of Battery and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Occult 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 the chosen Location with Damage equal to your Outcome + 2.
An small orange, circular ‘chip’ with arachnid-like legs crawls and inserts itself in the target object, then lighting up with a ‘0u0’ expression as the object comes to life. When asked questions, it will respond in a robotic text-to-speech voice.
Exert your Mind and spend an Action. Select a household electronics within arm's reach which could fit inside a briefcase (15 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
The Glimmerwake Sentience manifests as a fragment of the Crystal Light—an autonomous sliver of its unknowable intellect, sheathed in shifting color and sharp geometry. It drifts silently through the air like a thought given form: translucent, angular, and slightly wrong to the eye. When Jessica exerts her will, the shard splinters away from the Nexus, unfolding into a dazzling lattice that scans its surroundings with alien precision. Invisible vibrations echo through the quantum weave of the environment, pulling forth residual impressions—memories etched in the very fabric of space. It does not see as we do. It remembers.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Science at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see While safe to see from a distance, anyone within 30 feet of Jessica upon activation will vividly hallucinate with fragments of swirling colors and a glimpse of understanding of the Crystal Light - not enough to be useful, only to be deeply incomplete and unsettling (triggers the ''Monsters'' limit).
You cannot investigate the same area more than once per day.
At the heart of Jessica's research lies the revelation that crystalline light isn't merely an advanced concept in particle physics, but a manifestation of alien intelligence with its own will to form. Harnessing this phenomenon as a bridge, Jessica can merge alien genetic material with human physiology, yielding disturbing yet powerful biological enhancements. As she channels this ability, crystals of light proliferate across the room and patient, emanating an opalescent glow that shifts and writhes with impossible colors.
The process begins as luminescent crystal tendrils pierce the subject's skin, branching out like glowing veins beneath the surface. Affected areas undergo rapid, unsettling metamorphoses – limbs elongate unnaturally, extra eyes sprout in unexpected places, or skin becomes translucent, revealing pulsating, alien organs. Throughout the operation, the patient experiences intense fever and vivid hallucinations, a harrowing ordeal that subsides after several hours.
These alterations bestow superhuman abilities, with the enhanced flesh eventually conforming to the patient's original shape. However, occasional quivers and the development of colored geometric patterns betray the struggle of alien matter to maintain its new form within the human host. While temporary, the process leaves behind residual changes: faint, glowing skin patterns and fleeting flashes of inhuman perception serve as constant reminders of the tenuous veil between humanity and the cosmic unknown.
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh ripple and split open, revealing a pulsating lattice of crystalline light intertwined with writhing, alien tissue.
This capacity allows Jessica to enhance, fortify, and continually refine her second most vital creation: the Chromatic Nexus. Before powers ever entered the equation, she was already a world-class scientist, fabricator and systems architect. Now, with her intellect amplified and tools upgraded beyond modern comprehension, the Nexus has become a masterwork of adaptable engineering—nearly indestructible, fully modular, and capable of evolving alongside her needs. With nanoforged alloys, quantum-linked circuits, and dynamically shifting subsystems, it’s not just gear—it’s a living extension of her design genius. Her most critical tool will always be her mind… but the Nexus is a close second.
This Artifact has been upgraded.
This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Through her attunement with the Crystal Light—a being of unfathomable dimensional depth—Jessica has developed a limited mastery over space-time folding. Her Chromatic Nexus, a prismatic-cybernetic construct normally anchored to her musculature via cybernetic implants, can be summoned back to her at will. With a whispered impulse and a flash of multicolored light, she dislocates it across the continuum, bending distance and causality to bring it instantly to her side.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
The delicate shield actuators activates automatically in response to threats and incoming damage, creating an ethereal, glass-like armor that protects the Infinite Traveller from harm: It appears as a shimmering, near-invisible layer around her body, similar in light diffraction as crystal glass. Whatever it is, though, the material seems to be protective of the Infinite Traveller, lunging aggressively when attackers are close enough and instilling in her a wide array of cautions and suspicions.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Prismatic Reforge harnesses crystal light's infinite potential to break down and reorganize matter, fabricating objects from seemingly nothing. By channeling her vast intellect and source energy, Jessica manipulates reality at a fundamental level. When activated, impossible colors writhe from her fingertips and eyes, forming a corona discharge of swirling hues that break down nearby matter into gathering light particles. These ethereal strands weave through the air, coalescing into the desired object as reality bends to her will. The process is accompanied by an unsettling hum that resonates from everywhere and nowhere. While mesmerizing, crystal light manifestations can be psychologically damaging, inducing seizures, triggering hallucinations, and instilling profound feelings of dread and persecution in witnesses.
Activation of the Radiant Reforge triggers the "Monsters" limit, suffusing the area with an otherworldly, prismatic glow that unsettles the mind and warps perception and reality, evoking the cosmic horror of colors beyond mortal perception: for Jessica's character concept, crystalline light is an independent alien intelligence (Inspired by "The Color of Madness" from Darkest Dungeon, Remiel from "Neon Genesis Evangelion", and "The Colour Out of Space" by H.P. Lovecraft)
Exert your Mind and spend an Action.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Science to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your eyes glow with unearthly light as your skin ripples with shifting, iridescent patterns. The air distorts around you, causing momentary hallucinations of impossible geometries. Objects appear to melt and reform in ways that defy natural laws, instilling a deep, instinctual dread in observers (triggers ''Monsters''; - see Extended Description).
An evolution born from necessity and hard-won wisdom, the Explorer Extraordinaire Exodus suit (or EEE, for short) is a fully integrated isolation suit ingeniously hidden within the architecture of the Chromatic Nexus. Seamlessly deployed from subdermal matrices, the suit envelops Jessica in a smooth, ergonomic shell resembling a spacefaring explorer’s uniform—sleek and form-fitting.
Flash-gold visor down, magnetic boots locked, and every joint encased in endoskeletal comfort, the Exodus is pure mastery in synth and style. Reactive fingertips shift to any control scheme; tool holsters, toggled spotlights, and crystalline-filament accents make every utility a flourish. Sensors and internal HUDs maintain constant readouts on both the outside world and Jessica’s own biosigns, all without breaking her stride.
It offers protection against exposure as a fully self-contained suit e.g ''astronaut suit''. Due to it's specialized design and bulk, it has the statistics of a suit of full plate: an Armor rating of 4, a mobility penalty of 2 and contributes 45 pounds to encumberance.
Exert your Mind and spend an Action.
You transform into EEE Mk I for 3 hours. You have access to all of your Powers while you are EEE Mk I, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Self-contained environment suit; helmet mounted flashlights, gold-coated eye visor
While being played, the piano is capable of movement as though it were a car. Before playing, a destination must be given, and the person giving the command must have an idea as to where the they are going and how they would like to get there.
This Artifact can be used as a piano. It is roughly the same size as a piano but can be collapsed into a piano key and concealed. Collapsing or expanding it costs a Quick Action.
This piano has a motor that only functions while the piano is being played. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
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:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
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: