Legacy I'll be gone, but my impact will remain

3
This Artifact has a special connection to its creator.
Used by Vel, Created by RNGrant.

The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.

This is an enhancement built on top of other artifacts to enhance how strong they are.

It involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

Community Artifact Crafting Gifts

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It cannot be longer or more complex than a couple short sentences.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

You may send any physical Object that would fit into a backpack with your message. Such messages take one minute to arrive and always cost Exertion. Any active timers, fuses, or traps on the objects are triggered when you attempt to send them.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to they cannot eat seafood for the next month. If they violate this rule, your treatment is immediately reversed.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The caster communes with an eldritch entity to heal the recipient.

  • The patient is aware of this requirement.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • 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.

The creature requires a genetic imprint of the original limb that it is replacing, and must entirely consume the limb that it replaces. If the original limb is regained, it ceases to function, reverting to an amorphous wad of fleshy substance.
If the artifact this gift is attached to has the Sultende Klo gift as well, it may be used as the grindhouse weapon in place of a regular knife.

Disfiguring - Host
You are the host to an exceptionally ravenous creature that drives you to consume more than the average person. Every 24 hours, you must consume at least 4 pounds of meat in addition to your body's regular needs.

You gain the following benefits as long as you allow the creature to consume and replace your arm and 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. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a knife.

You may turn this Effect on and off at will during its duration.

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: Host. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Your Extra Appendage is incapable of fine object manipulation.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

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

You get +4 dice to any Body resistance rolls you make. You also gain the following effects:

  • Instant Vitamins: You may Exert your Mind to convert your bonus resistance dice into additional Outcome to any Body resistance roll.
  • Internal Awareness: You are automatically aware of and may diagnose any disease, toxin, drug, or similar which enters your system.
  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.

  • 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.

The standard Suit has the following features:

Integral Armor: 2 pts to all locations, including shoes. Impermeable Gloves with mag-lock band for NBC seal.
Full Sensor Suite w/ Haptic Controls & Voice Commands: Biometrics, O2 Quality Sensor, Radiation Detector, Laser Detector, Bug Detector, GPS, Panic Button
Anti-Surveillance Infrared LED Suite: Will obscure the wearer from all low light devices.
Thermal Sink & Climate Control: Will absorb & block heat emissions to power electronics. Can use battery to heat interior for a limited time.
Headscarf: Transparent, NBC Resistant Material. Magnetic strips in the trim allow it to be sealed to the collar for an airtight seal when deployed
Belt: Unbreakable thread, hidden pocket - 2k in local currency
Hidden Pockets: Sleeves, Coat, Ankle
Sensible Shoes: Polycarbonate toe & puncture resistance, hermetically sealed backup battery in each heel.
AI Integration: can remotes access "Slick AI" with a command. Local systems firewall is in place.
Integrated Mobile/AI Assistant: Capable of making calls w/ end to end encryption w/ Triple integrity check (Anti-Sting Ray). Voice to Text translation.
Security Suite: Jailbreak NFC, Bluetooth, Infrared Transceiver, Proximity ID Sensor

This Artifact cannot be broken.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

Stock Artifact Crafting Gifts

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.

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.