Hephaestus To create that which will destroy.... How ironic

1
Requires Seasoned
This Artifact allows you to generate useful mundane items.
Used by Ashley Williams, Created by August.
( You must use this Artifact obviously when activating this Effect.)

The user spends a moment, slowly materialising the object in its full form in between the user's hands. The observers see a gun just pop out of thin air. for firearms, the user motions their hands in a way that looks like the weapon is supposed to be held. For explosives, it simply appears when the user creates a ball-shaped cup in their hands.


Exert your Mind and spend 1 minute.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.

Roll Dexterity + Crafts to fabricate 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.

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 cause a created item to expire at will as a Free Action, destroying the item.

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Revision purchased with:
Revision purchased with:
Gift from dying in Pearl Diver spent on improving power: Hephaestus    (since refunded)
Revision purchased with:
Gift from dying in Pearl Diver spent on adjusting power: Hephaestus    (since refunded)

Community Legendary Artifact Gifts

The centres dims down (or grows brighter) when ravens are released.

Exert your Mind and spend an Action.

Summon up to 3 Sapient Crows 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 Claws Attacks. Their unarmed Attacks are melee range and deal +0 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. Your minions can fly at their normal movement speed.
  • 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 Alertness 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.

You may end this Effect prematurely as a Free Action.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Huginn, Muninn and Ginnungagap: Three crows tell you all they know. You cannot concentrate as long as there is more than one of them. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

The monocle originally owned by the Privateer Alvaro Martym and enchanted by an Aztec shaman grants the user the ability to pull things from their imagination into the world. Imaginary objects illusions to the eye, follow the command of Changsai's eye.

Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a person.

The chosen illusion is generated at your target, and it will remain in place for the next minute. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being, though it is still limited by whatever you do or do not know about that individual.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.

The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

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

Expend a point of Battery to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Melee at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A blade pressing in the ocular canal, pressing into the brain. The target is left with a highly bloodshot eye.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The treatment time may be broken up into multiple sessions if necessary.
  • 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 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 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 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.

Expend a point of Battery and spend an Action. Select a human or Dead target within 50 feet. For dead targets, you must possess their their full name.

The target can communicate in your language for the next hour.

  • The target of "human" refers to any target that speaks a human language.
  • 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 Legendary Artifact Gifts

This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.

This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

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

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

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.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.

The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.

The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.

This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.

Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.

If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.

You may change the type of your container between Contracts.

Only you may open and close the container. Others can still destroy it to get at the contents

  • You cannot change the container's type if you are not in possession of it.
  • There is no cost to use your container.