Crafted Artifact

Linked_List_Camo

Created and held by Polamedes.
A silver ring with a small blue box with a tiny number 0 inside. Behind the 0 is an obscured image of a figure blending into boxes.

A small silver ring with linked blue boxes engraved into it.

The user extends their hand towards the target. When they do thin tendrils extend from the ring and search for purchase on the wearer. The tendrils attach and start sucking small amounts of power from the user as they continue to crawl along their body before retreating after the hack is done.

The user's packaged will and commands are transmitted through the ring and then antenna tendrils towards the target.


Expend a point of Battery and spend 1 Action. Select a Device within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

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: Disfigured. Permanent stains on hand from where tendrils have previously latched on.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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: Irrational anger and disrespect of people who have truly shoddy security setups.. If they lose possession of this Artifact, the Trauma heals over the course of the next 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.

Tiny nano machines swarm out of the ring and cover the users body in a thin sheet. The tiny bug like bots arrange themselves into a latticework over the user and once all are in place thin little cuts are made along the users skin in square patterns. Tiny rivers of blood well up at all locations of the nanites and are quickly sucked into the nanomachines, they then start cutting the small squares of the skin and prying them up the tiny bits of dermis sticking to the muscle and sinew underneath but being pulled anyways until they eventually come free. Unable to patchwork skin on the eyeball the bots flood into the occular cavity and surround the eye forming a kind of sheen over the cornea and feeding it visual info while the effect is activated. Each bug holds the square of skin over itself like a kind of card. When activated they flip the skin cards around to the underside where a hazy reflection of the surrounding area is put forward on the other side of the skin card.


Expend a point of Battery and spend an Action.

You are obscured in one of the following manners. Lasts 30 minutes.

  • 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tiny stadium bugs flipping skin cards.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Artifacts

The Great Jazz Sax

Created and held by zzzArtifacts.
A silver saxophone decorated with light purple and light blue rhinestones.

Rob plays his saxophone, causing anyone who hears the music to begin uncontrollably dancing.


Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 100 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Performance at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

You are equally bound to follow any command you issue.

You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • When targeting multiple individuals simultaneously, they must all be issued the same command.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • 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.

Tlahueliloc Temictiani

Created and held by Ryouka Gonzales.
ancient aztec spear brandished with all sorts of valuable materials and an obsidian head.

ancient aztec spear brandished with all sorts of valuable materials and an obsidian head.


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

Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Mixcoatl`s Markings You are covered in full-body indigenous Azteca tattoos. (You are remarkable & incredibly recognizable, and your appearance may cause social complications). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You also gain the following effects:

  • Bane: Injuries dealt to undead are increased by 2 Severity levels.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • 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 Blacklist

Created and held by The Wrangler.
a book

As they put their name in the book, the ink sizzles like a water on a hot surface. Each time they are met with a moment where the oath is at risk, they remember the moment they took it.


You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Signing the contract to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • The oath-breaker dies (if alive)
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.

It is obvious to your targets that the oath you are proposing will be supernaturally enforced.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Universal Identification

Created and held by Alex Scott.
A small, blank passport.

The holder holds the document in their hand, makes a slight flick as they're saying what it is, and then it is that document, just as the plot requires.


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

Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

A golden ring on her middle finger must be turned once around the finger for each Guard.


Exert your Mind and spend an Action. This Effect cannot be used unless If the royals blood is in danger the Royal Guard will protect her.

Summon up to 3 Non-Sapient, Animate Dwars at your location. They last until they are destroyed They are controlled by the GM, do not follow orders, and only act to protect the royal blood. 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 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 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: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

  • 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 +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.