Crafted Artifact

XACTS Mk VI

Created and held by Meng Hao.
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.

Takes out the Mk VI and waving around the Mk VI after entering in the hume reading of the area, It starts showing the object on the screen and on the side of the screen is a arrow that points towards it.


Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

Community Artifacts

Swordbreaker Piercing

Created by Jacob Sterns, looted by Gregor Eriksson.
silver eyebrow piercing

The piercing glows with a weak green shimmer, the eye which the piercing adorns glows green as well. Moments later, a noticeable tremor goes from the user through the ground and walls into the weapon the user looks at as it breaks or disintegrates in a green wave of light.

This piercing was made from blessed metal, dedicated to a goddess of both peace and destruction whose name has been lost in the eons.

This artifact was loaned to one Jacob Sterns by the British Museum.


Exert your Mind and spend an Action or Reaction. Select a Weapon within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Occult Difficulty 6.

If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. 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.

  • Destroyed targets cannot be repaired, as they do not leave any remains behind.
  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • 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.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

The piercing glows with green light for a moment and the user's eyecolor on that side changes to green for the duration of the effect.

To effectively remove weapons you need to know where they are. The user of this artifact will be able to see through solid matter to find weapons.


Exert your Mind and spend an Action.

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.

Others near you may choose to observe what you are perceiving by engaging in physical contact.

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.

The piercing flashes and a green shockwave expands from the eye of the user, pushing all targets to the edge of the area. If a target tries to approach, repeated waves will hold them back.

To be able to enforce peace you must be able to not currently be under attack.


Spend an Action or Reaction.

Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.

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

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • 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 usual white tone of the eye with the Piercing takes on a significant green color, like bleeding out of the artifact, whenever it's used to see through darkness or the wearer concentrates on seeing far away things.

The final part of the ultimate defense against attackers is the ability to see in the dark, a necessary ability to remove weapons beyond walls in hidden armories.


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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Gods Favor

Created and held by Big boss.
Gods boon

Gold light comes from God and bathes the wearer in its light. Heals wearer back to minus 2 mind and body. Once removed (brawn thievery 6) all effects are gone


You gain the following benefits as long as must wear gods boon at all times and you are wearing this Artifact.

Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

'Mana' Enhanced Combat Suit (MECS)

Created by Viktor Caetano ("Lex"), looted by Edgar Stokes.
Currently At home.
The Enhanced Combat Suit, powered by mana, seamlessly combines advanced technology with arcane enhancements. It provides Viktor with enhanced agility, protection, and the ability to channel bursts of arcane energy for strategic maneuvers in high-stakes engagements

Connected to each joint of the user are servo motors designed to accelerate the users speed and make them faster than they normally are, although looking at the servo motors they do seem to have blue light coming from the center of them.


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

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Glock

Created and held by Leo R. Kelly.

woo


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.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Silencer: The report of any shots you fire may be made silent at will.

  • 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.

Biologically Compatible Rock

Created and held by Anna Tully.
How Original.. A strange rock with a broad irregular heart shape and a dull forest green colour. Looks igneous in texture. Counterpart to the incompatible rock, Collect them all!

When used, the rock starts heating up to a firm 40 degrees Celsius, the previously mundane green matrix of the rock now glistens with a glassy texture and a pale pastel green pigment. A human eye rests within the glassy crystal, staring at the target.
When used, the little magic eye within the rock fires a laser at the target, provoking the mending of the target's injury.
The user must be holding the rock and pointing it towards the target to activate it.


Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.