I.S.I Import substitution industrialization.

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This Artifact grants you the power to enhance your tools beyond mundane limits.
Used by Nikolái Nikita Overol, Created by Dorimouse.
( You must use this Artifact obviously when activating this Effect.)

A two-handed sledgehammer usable not only for combat, but primarily its functionality on smithing and item-crafting/upgrading. Approximately 1.5m long, the hammer looks like a modern industrial dwarven contramption powered by steam.


Exert your Mind and spend a minute. Select a non-Alien Weapon within arm's reach. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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.

Community Artifact Crafting Gifts

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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

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.

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.

Unless otherwise noted in the artifact description, the minion grows from and around the affected artifact. When the minion dies, or the effect ends, the artifact reverts to it's original state.

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon a single Sapient metal digit 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 one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make handheld stun gun Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. They are between the size of a rat and a cat and do not suffer falling damage. 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 lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 3 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. Any other roll is made with 3 dice. They can lift and haul as though they have 0 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: missing digit. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • 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.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.