Crafted Artifact

XACTS Mk VI

Created by Meng Hao, given to Cleatus Abernathy.
a rectangular object approximately 5 x 5 x 10 cm.

The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.

The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.


Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Artifacts

Wave motion stick

Created and held by Queen Shimizu Tsukihi the 1st.
Currently Lost.
hadoho hasha

Rod of Asclepius 1

Created and held by Vel.
Currently At home.
A small rod about the size of a wand with a green snake wrapped around it. Its eyes are emerald.

Rod of Asclepius - Heal

3
Requires Seasoned

Legacy

5

66 - Xray

Created and held by Liam Holloway.
A refitted Ambulance that has seen rough times. It is typically piloted by Officer Murphy
Crafted by Liam Holloway

The Dead & the Living are not meant to interact - the presence of ghosts is subtly unnerving to the living - they will unconsciously choose not to seek out those who have passed on.


You gain the following benefits as long as the item is Haunted and you are wearing this Artifact.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Arcane: You are partially obscured from being noticed by all senses, natural and supernatural. All attempts to notice you are rolled at -3 dice. Attempts to recall identifying information about you require a Mind roll at Difficulty 8.
  • 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 or your equipment specifically 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.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

These haunted vehicles can be piloted by the ghosts that haunt them in addition to the owner. If the ghost takes the wheel they can issue commands to the self-driving feature.


This Artifact can be used as a Motor Vehicle. It is roughly the same size as a Motor Vehicle and just as difficult to conceal.Unless it is Haunted, this Artifact behaves as its mundane counterpart.

This Motor Vehicle has a standard load out for it's model. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

This vehicle has a an item somewhere within it that carries a Shackled Ghost. It can be collapsed into the item the Ghost is Shackled to. When this occurs, it is as if the vehicle discorporates into thin air. It can be disguised to look like any motorized vehicle of similar size, & if introduced as such people will believe it is exactly where it's supposed to be.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a vehicle but can be collapsed into a haunted object and concealed. Collapsing or expanding it costs a Quick Action.

Spend a Quick Action to activate. This Effect cannot be used unless the item is haunted. This Artifact changes its appearance into an Object within the category of Vehicles. 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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while its Effects are in use.
Crafted by Dr. Rhea W. Alister

These limbs consist of thirteen titanium segments that swivel around on omnidirectional ball joints, each one smaller than the other and tapering off to a point at the end. It straps onto the body using a specialty harness designed to sit under arms or over the stumps of missing limbs, and is prehensile enough to grab onto objects, and the arm can position the lower joints to move along its surface, working like fingers or toes on this limb.


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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a knife.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your body provides you with the functionality of surgical tools. If used to attack, these "tools" use the same stats as a small knife.

Your appendage has its own agenda (heal the injured, fix the broken), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • You may stretch, retract, or move your limbs 30 feet once per Round.

Cursed Bangle

Created and held by Haerin Yun.
Currently Destroyed.
A warped and cursed bangle that always tightly fits the arms of the user. Property of Haerin is written in the inside of said bangle

Horus

Created and held by Ksuwabe.
Una espada de estilo oriental con escrituras egipcias en el mango y a lo largo de la hoja. Está desgastado y casi sin filo.

La hoja de la espada comienza a cubrirse en llamas, esta es inmune al fuego pero no la vaina en la que se suele guardar. Conforme mayor sea la llama controlada y mayor sea el tiempo de uso, más se extenderá la llama por la hoja hasta llegar en algún momento al mango; en ese caso la llama se extenderá por la mano de su usuario y se extenderá por su cuerpo, apagando el avance en cuanto el poder se detenga.


Take a Severity-1 Injury and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Third degree burns all over the body.

You may start a new fire as large as a firepit's fire at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.

When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."

  • A given target can have a maximum of one Suspended Effect on them at a time. The selected triggering Action cannot be used to reveal information about the target (e.g. no "activate when they are a vampire"). It must be an Action they take, not a thought or something that happens to them.
  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 4 puts out the fire
  • 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.