The wind up key I need some friendly helpers

1
This Artifact grants you the power to summon a minion which can fight and act on your behalf.
Used by Vel, Created by RNGrant.
(When activating this Effect, it is obvious that you are creating a minion in some way. You must use this Artifact obviously when activating this Effect.)

You place the windup key to the back of a toy, or similarly human representing golem. Twist for a minute until your hand begins to hurt. The toy will animate and grow in size to a friendly helper of the one holding the windup key.

This artifact relies on the cultural idea of toys, and the cultural idea of wind up toys, especially in the minds of children. The basic idea of these wind up toys is that you wind them up, then let them go and they move around doing toy things, seeming almost alive. This artifact takes that idea, and merges it with a few other ideas of ways to create useful servants to make an artifact capable of making useful friendly minions.

The ritual to create this artifact relies on a ritual involving
- A variety of children's toys which are popular in the shared imagination
- A collection of stories and myths about the Hebrew golumn
- Mary Shelly's frankenstein
- Carefully shaping the pattern of a wind up key while reading various relevant parts of these stories


Exert your Mind and spend one minute.

Summon a single enlarged animated toy at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 45 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: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

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.

  • 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.

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Community Artifact Crafting Gifts

Ray created it a couple of years ago, and for some inexplicable reason, it came to life. Sort of. Moldecast speaks to Ray via telepathy, and it tells him to fuck anyone who wronged him up. It’s like the devil on Ray’s shoulder. Moldecast can’t move, only able to look around when Ray is holding it, but it can speak to Ray at any and all times. Ray suspects that Moldecast becomes stronger the angrier Ray gets.

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

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

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.

You also gain the following effects:

  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a vehicle but can be collapsed into a haunted object and concealed. Collapsing or expanding it costs a Quick Action.

Spend a Quick Action to activate. This Effect cannot be used unless the item is haunted. This Artifact changes its appearance into an Object within the category of Vehicles. 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.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while its Effects are in use.

The band captures a person’s elemental, the shell of a person’s soul that is left behind in its movement, according to some of the occultist Helena Blavatsky’s teachings. By briefly redisplaying this shell over the user’s form, the user can synchronize their body with their soul at a healthier time. A necromantic ritual for “soul finding” has recently allowed David to find a more complete version of a person’s elemental, allowing this technique to synchronize a previous healthier mind as well.

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

Your Stress from Injuries and Mind Damage is reduced to 0.

Although it is to be known that it either fully stops the effect or it fully takes hold with the 'Mana' reinforcing whatever the effect is.

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.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • 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.

A crystal popped from an old trinket for a game said to be real thing actually happened to be not that far from false advertisement. Unique way of artificially coating dumortierite quartz with gold gave the crystal potential to become functional.

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

You can interact with things that are within 10 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 10 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

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 +1 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.