Crafted Artifact

Spectral Lantern

Created by Luke Griffin, given to David Vance.
A necklace with a small lantern, small gray embers lay inside

The artifact contains an ethereal flame, which lies dormant until activated. Once activated the user can see their surroundings illuminated by a faith ethereal light that pierces obstacles. Others see the dormant gray flame awaken and flicker in its housing.


Exert your Mind and spend one minute.

You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • 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.

Community Artifacts

Black VW Passat

Created and held by [Inactive] Johanna Kerber.
it's a car

If someone besides the driver enters the vehicle, a small silver button-like device drops onto their shoulder. it is only loosely attached and can be removed without much hassle, the adhesive only being strong enough that the device cannot just slide off or wash away (similar to a band-aid).
This piece of equipment sends all relevant information to the on-board computer of the vehicle where it can be read. At the same time the button can be pressed and will show direction and distance to the vehicle on a small display.
Each vehicle is able to connect to three targets to monitor at the same time and will replace the oldest first.


This Effect activates whenever someone gets into the vehicle. It does not require an Action or Exertion. Select a target within arm's reach. “Your target should be intuitively based on the triggering event. The target may Resist.

Your target is marked with a small silver button. The mark can be easily removed if it is discovered.

You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.

Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals 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.

The vehicle this advanced air filter is built into will try to filter and detect all toxins and similar out of the air.


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:

  • Internal Awareness: You are automatically aware of and may diagnose any disease, toxin, drug, or similar which enters your system.
  • 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.

This looks and works like a VW Passat, an ordinary, but reliable car. It has been tinkered with and contains both enforced walls and the ability to be shrinked down to a keyring pendant that looks just like it.

Trust me, it's just very well optimized, nothing magical about it.


This Artifact can be used as a VW Passat. It is roughly the same size as a VW Passat but can be collapsed into a toy car keyring pendant and concealed. Collapsing or expanding it costs a Quick Action.

This VW Passat has armored walls. Any roll to pilot this vehicle receives +2 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: Responsible Driver (You have to roll Self Control if you want to disobey road traffic regulations). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

Purple hoodie

Created and held by Erwin Mau.
A purple hoodie that is very soft and comfortable

When attacked purple energy forms around the hoodie and blocks the attack as if there was an invisible forcefield around you


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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

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

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

"The Mandarin"

Created and held by Sakngea Somm.
A Chinese Type 56 (Chicom RPD Clone) complete with a 100-round drum magazine chambered in 7.62x39 FMJ,and a deployable steel bipod, bearing various engravings of Daoist scripture and prayers in it's wooden furnishing as well as sealing talismans and a bell-charm on the rear-sling mount. The Gun itself is possessed by the spirit of one of Somm's ancestors, an ancient CCP soldier, and it occasionally likes to give Somm advice. The Ghost Gun is capable of folding down into a (de)extendable Dizi flute, and being played just like one.

Somm's flute folds out into a large machinegun, and as he deploys it, he shoulders it and immediately starts to spray through the wall. The gun appears to be also... talking? as it compliment's Somm's accuracy and tact.


This Artifact can be used as a Rifle. It is roughly the same size as a Rifle but can be collapsed into A de(extendable) dizi belled flute and concealed. Collapsing or expanding it costs a Free Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +1 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

You also gain the following effects:

  • Keyhole: Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.
  • Silencer: Shots you fire can be made silent at will.

  • Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.

Gungnir

Created and held by Edward "Eddie Odin" Bouvier.
A knapped obsidian blade at the end of a wooden haft heavily engraved with swimming runes, both of which seem to constantly ripple and shift in length.

Gungnir's haft and blade change length and form as though made of liquid. When striking a target, black veins of obsidian extend briefly from the tip, shredding flesh and shattering steel. At its wielder's command, these veins of black glass can extend into a struck foe's body from the tip, trapping them in place with an internal lattice of indestructible razors. The weapon can also be summoned back to its wielder's hand, dissolving into a spiderweb of glass threads before reforming in their grip and violently dislodging any anchors it had left in the process.


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

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

You also gain the following effects:

  • Bastard: You may spend a Free Action to change this melee weapon’s base stats into those of any other basic melee weapon. Changing this weapon's base type affects its size, range, Weapon Damage, and roll.
  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • 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.

  • 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 reflections in Gungnir's flickering obsidian shift - the red of the penumbra dances along each refraction. The Wight is not the greatest power to have touched the Blade, and the Power knows in whose hand it belongs.


This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.

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

Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.

This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

  • The Artifact can fly at a maximum speed of 100 feet per Round and only towards its true owner. This does not grant the Artifact its own Action or Reaction, and it moves at the same time as its true owner’s Movement.
  • "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.

Thieves' hands

Created and held by Za'id.
A pair of black leather gloves, with inscriptions written throughout their interiors.

When active, the artifact seems to darken from the inside, even in the brightest daylight. When attacked, those shadows lash out and interrupt whatever was attempting to hurt the user.


Exert your Mind and spend an Action. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • Effects with circumvent Armor completely also circumvent your barrier.

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.