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This Artifact grants you the power to grievously injure a target.
Used by Polamedes, Created by jumbohiggins.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see Skin peeling off arm to make cannon.. You must use this Artifact obviously when activating this Effect.)

The ring on Polamedes right hand starts to glow and grow until it is the size of a large dinner plate. Thin strands launch themselves from the now enlarged ring and hook into the flesh of the arm. The skin from finger to elbow flays backwards in strips like a swissroll. Under the skin tiny nanomachines start to assemble into a latticework, tightly packed but slowly expanding struggling to contain a large glowing blue energy. As the energy builds the ligaments in the elbow pop and shred and are replaced with thin strands of nanomachines support fibers. The forearm expands outward pulsing with energy, ballooning before causing it to collapse back in on itself releasing a large blue-black beam of electric-plasma that fires from the arm towards the target. The super charged beam of energy shoots towards its target, anything hit with the beam will slowly start disintegrating as the molecular structure holding it together is ripped apart and the cohesion between cells comes undone.

Afterwards the skin strips hang loose before the tiny bots start punching holes in the stipes and then threading them together with slimy stitches. Once all stripes are restitched the disconnected hands fingers break backwards pulling themselves back towards the wrist and reconnecting.


Exert your Mind and spend an Action. Select a target within 45 feet. Roll Intellect + Technology Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Skin peeling off arm to make cannon..

  • 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.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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Community Artifact Crafting Gifts

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 at Difficulty 6.

You learn the following information about the area:

  • 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.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: compulsion to never leave a teammate behind or harm a teammate. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You may only use this Effect 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.

A small disc plugs into the brain stem of the user, similar in appearance (when plugged in) to a "data-jack" type device. It allows anything with the correct kind of plug (Anything Ware has created, or modified to work with it after the fact) to monitor brain activity, and upon removal seals up the area with anesthetic and surgical glue.

You gain the following benefits 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.

  • If you have an Effect that allows you to Exert your Mind more than once per Round, each Exertion still causes one Mind Damage.
  • 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.

This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.

This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- an EMT field manual
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.

This works particularly well on those with the murder or atrocities limit - definition of Innocents

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

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to Those who value human life (Have murder limit), including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Expend a point of Battery and Spend an Action. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an effect opposite of what was intended. A negative battlescar becomes a beneficial mutation, and vice versa. Roll Intellect + Science at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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.

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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

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.