Hephaestus' Tutelage Uplifting Your Community is Uplifting Yourself

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This Artifact grants you the power to.
Used by Edith O'Hare, Created by Contracted_Pyre.
( When actively using this Artifact in any way that exceeds what a mundane counterpart could do, it is obviously Alien and cannot be concealed under your clothes or similar.)

The object seems gleam as if it was made of bronze. It's edges are honed to such a fine point they almost sing. This is not just excellent craftsmanship, every atom has been fully dedicated to it's purpose.

Hephaestus has seen that Edith dedicates herself to standing up for her fellows in the disabled community, and is willing to offer her some knowledge on how to improve the creations of others. As long as that dedication to helping others remains.


This Artifact has been upgraded.

This Artifact 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.

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: Maker's Creed: When you can stand in defense of someone who is weaker than yourself, you must roll self control to not do so.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Community Artifact Crafting Gifts

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

You have 4, which reduces incoming damage from all sources of physical attack except attacks from Law Enforcement. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

This Artifact can be used as a javelin. It is roughly at least twice as large as a javelin and cannot be concealed on your person or disassembled for storage.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +1 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • Bane: Injuries dealt to Beasts are increased by 2 Severity levels.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Exert your Mind and spend an Action. Select a Location within 10 feet.

You place a ward,. You can perceive with all your senses through the ward as though you were standing at its location. Your wards last 3 hours. This Artifact may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

You may destroy the Ward to activate one Investigate Individual, Object, or Area Effect as though you were standing at its location.

You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by ring tone of choice.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

You may communicate through your ward, though doing so will reveal its presence.

  • Full Spectrum: This investigation Effect is as obvious as it would normally be. The Effect is targeted as though you were standing at the location of the Ward. You must pay all activation costs and satisfy all activation requirements of the Effect.
  • Your ward's recording is maintained even if your Ward is destroyed.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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.

“How about you pick on someone your own size!”

Exert your Mind and spend an Action.

Summon up to 3 Sapient B.A.C.A. Members at your location. They last for two hours or until they move more than 150 feet from you or 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 firearms Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 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.
  • 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. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

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: Nightmares about child abuse. 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.

Expend a point of Battery and spend an Action. Select a Animate target within arm's reach.

For the next 24 hours, your target does not require any food, water, or sleep. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

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.

Stock Artifact Crafting Gifts

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.

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.