Crafted Artifact

Firmware update

Created by Bankston Battle, given to Harold Polk.
A Small hand held device composed of 4 separate Large werewolf K9s connected to a small computer via metallic poles to allow them to move separately.

The user takes the device composed of 4 separate Large werewolf K9s connected to a small computer, and plunges the teeth rapidity into the skin of their target following the instructions on the small hand held to micro-inflecting the target with lycanthropy to induce a complete body restructure. this process is excruciatingly painful and straining as the body is forcefully contorted and bones are snapped into place. the target suffers feverous hallucinations of a full blood moon, as they fight back the urge to hunt.


Exert your Mind and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

You may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • A performance check is generally required to pass with people who know the individual you're mimicking.
  • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Community Artifacts

Chain of Morax

Created by Liv, given to Norman Badeaux.
A small silver chain that fits around a wrist. Skin contact with it will reveal it is slightly warm, and gives an uneasy feeling

The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon crawl's its way out of the object, and leap out, looking for enemies.

The demon in this iteration looks like a small creature of shadow, about the proportions of a human 10-year-old, but stretched upwards to be thin and lanky with dark scales, blank white eyes, clawed fingers and thin leathery wings. When firing at range, they shoot dark blades that dissipate after impact.

The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it.

This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.


Expend a point of Battery and spend an Action.

Summon a single Sapient Bound shadow Imp 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.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Unarmed Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body: Minions have 5 Body.
  • 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 can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • 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. Your minion is able to Stealth with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • 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.

Stinky Pete's Turn Coat

Created by Leon Vanderblight, given to Stinky Pete.
An oversized jacket with a bottle of booze stowed into a massive pocket sewed into the inside and with the image of a white furred nine tailed fox running on the back
Crafted by Fred

An arm made of bone and rotting flesh, the arm connects to the skeletal structure of the one using it, and bursts out of them when the artifact is first activated, the arm burrows it's way through the flesh so that it can connect with the user's spinal column, and subsequently be attached to the already existing skeletal structure.


You gain the following benefits as long as 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.

Crafted by Crane Albright

A pendant that upon wearing, will inject nanites into the body through the pores if the pendant doesn't identify nanites in the body. It will generate more nanite and inject them into the until it is sufficient amount

These nanites are special nanites that through advanced research and technology, takes the spot of certain cells. it perfectly recycles the cells within the body, creating what is considered impossible, a infinite energy loop cycle. The pendant acting as a central motherboard. When the pendant is removed, the nanites in the body deactivates.


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

You no longer require any food, water, or sleep in order to survive.

Crafted by Leon Vanderblight

An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • You can target yourself if you qualify as a valid target by the other requirements.

Hurl Blood Axe

Created and held by Connor Smith.

The Blood bracers can be activated to summon a blood Axe into the wearer's hand. Throwing these Axes makes an incredibly loud boom. Once an axe is in hand, the wearer can throw as many as they wish. The solidified blood from these axes will shatter on impact turning into jagged needles that jump between nearby targets.


This Artifact produces ephemeral projectiles that can be used as a throwing axe. It is roughly the same size as a throwing axe and just as difficult to conceal. Unless when bleeding, this Artifact behaves as its mundane counterpart.

Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
  • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Mars Stone

Created by Han, given to Jonathan Klyzac.
A deep orange stone

You speak against the stone as the surface seems to almost shudder. The return message will seem to echo off the rock from an unknown location.


Exert your Mind and 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. This Effect cannot be used unless the targeted person is also in possession of a planet stone.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

You may only use this Effect once per day.

  • 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.

Safety Scissors

Created and held by Elizabeth Ember.
A pair of purple-handled safety sissors. They seem to have some kind of silver dust glued all over the blades with school glue.

The scissors go snip snip snip.

The scissors aren't a traditional melee weapon, and treating them like one will get you killed. Elizabeth knows it's all about spotting the opening. Finding that one moment when it all lines up.


Spend an Action. Select a target within arm's reach. Roll Perception + Thievery Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.

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.

If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.