Crafted Artifact

Experimental AegisTech Combat Helmet: Version (2)

Created and held by Viktor Caetano ("Lex").
Currently Lost.
What seems like a full face mask of metal and colored bulletproof glass seems to cover the users entire face with the lower half of it acting as a gas mask. The Gas mask itself seems to be made out of small black metal, with the exception be the two filter areas which seems to allow air flow into the mask, it is to note whatever air is breathed out seems to have a purple and blue hue to it.

A Hi-Tech half-mask, gas mask with a built in filtration system, also has a port to allow oxygen tubes. It stops all diseases that may be in the air or helps fend off any affliction that may affect the user.

The Gas Mask itself is rather normal with it looking Hi-Tech with small lightweight metal plates covering the outside. What makes this gas mask different is the filtration system itself, with making two small containment areas inside the two filter air filter areas, with the air being breathed in being imbued by 'Mana'. Which in turn either helps the body resist any effects or any diseases in his body, although it is to be known that the 'Mana' inside the mask seems to either help or doesn't and it also seems to weigh heavy on the mind of the user.


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:

  • 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.
  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.
  • Got It Bad: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • 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.

Integrated into the helmet of whatever it may be that you are wearing, sending 'Mana' passed and all around the head area, creating some sort of Faraday Cage stopping outside influences from taking hold. seems to block incoming influences as well as limiting the impact of those that make it through.

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.

Community Artifacts

The power of friendship

Created and held by Brendaniel Maskowiz.
An M-16 Grenadier

A small gun shaped american flag lanyard that Brendaniel always around his neck. He wears this for the purpose of reminding of his distant families homeland, and for protection in case of nefarious Yakuza or Yokai attacks that will surely the happens the day he becomes the protagonist. It's under barrel grenade launchers holds the power to banish demons.


This Artifact can be used as a Rifle. It is roughly the same size as a Rifle but can be collapsed into An American flag pin shaped like a gun and concealed. Collapsing or expanding it costs a Free Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is fully effective against this damage.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: You cannot use this weapon unless someone near you has already taken a severity 2 or worse.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Silencer: Shots you fire can be made silent at will.

Mimic's Bow

Created and held by Abbas Oliver Serna.
A bow made with the remains of a mimic, forged into the shape of a charm. Looks like a holy cross

A weapon made with the remains of a mimic, allowing it to change its shape at the command of the user. The bow has been blessed properly and has been strung with the intent of injuring and hunting cryptids and creatures that devour the flesh of man. Yet in exchange, the user will find themselves slowly becoming the very thing they hunt.


This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Bracelet Charm and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

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

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.

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: Defender of Natural order - Whenever a predatory species that doesn't belong to this enviroment is discovered, roll self control to not seek to kill said creature. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Bane: Injuries dealt to Man Eater's are increased by 2 Severity levels.
  • Not Quite Flying: You may Exert your Mind and use up your Movement to “follow” any attack using this weapon, traveling right next to its point of impact.
  • Ultra-Shot: Spend one Action preparing an attack. This does not count as Aiming. Next Round you may make an attack as though the range of this weapon was 1200 feet

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • The attack must be the primary form of attack for this weapon.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

gun of guns

Created by hjv, given to Bediako Sowa.
a gun

uvgy


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

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

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

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:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Talaria

Created by Kody Creighton, given to Allister Wildheart.
Currently At home.
A pair of grey leather dress shoes with small metal accents on each side of the heel. Steel toe, embossed with wings behind the accents, kevlar laces, and marked with the Creighton logo on the inside.-at fire Hazard not loaned

When in use, the stitches of the shoes heat and melt into each other like molten steel poured into an intricate mold. They swirl with fiery kinetic energy that glows hot before each impact and flows up into small metal wings that unfold from the side accents. Using them is like using stilts; takes some balance and getting used to, so wear a helmet when you're adjusting.

Kody Creighton made these shoes for Jeremy Wesley in exchange for the grant that funded Fire Hazard's creation.


Exert your Mind and spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Shiny fiddle made of gold

Created and held by Johnny.
A 24-carat gold fiddle

Johnny raises his fiddle, drawing the bow across it’s strings, shining golden in the light, and using his expert fiddling-skills he distracts the audience.


Spend an Action. Select a Animate target within 50 feet who can perceive you through. This Effect cannot be used unless Johnny must be able to play his fiddle.. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If you succeed, the target will keep their full attention focused on you for Contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

You may Exert your mind to compel a Fascinated target to begin moving towards you.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • 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.