Crafted Artifact

Sucats other other helping hand

Created by Terra Abaddon, given to Patrick Oneal.
Silver pendant given to Sucat

Julian Vasquez lays on the black top, spit on his forehead as Jason and Jessica walk away laughing. The need for justice fills his heart and he looks down at his Amulet, Paranoias amulet. he grabs it and red light glimmers through his hands. He calls out for Paranoia and his calls are returned. A demonic figure blood across his body bursts from the floor grabbing Jessica by the throat and using its twisted claws to shape Jessica's face into that of a pigs. Julian smiles, justice is served.


Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Influence at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Artifacts

Pulse Rifle MX7

Created and held by Keiko Harashi.
Expiremental tech from the future of the world that is a super advanced combat rifle.

A bull pup battle rifle from way in the future that fires super heated energy at incredible range and speeds with great over all reliability and ergonomics. It has a acog scope, muzzle break that can change into a Suppressor, under barrel foregrip, laser sight that only the user can see, and can be customized to fit the user's needs.


This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.Unless Only available when life is threatened by hostiles. and Can overheat if shot too many times needing a turn to cool off, this Artifact behaves as its mundane counterpart.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Shredder: 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.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • 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.

Silken Gloves

Created and held by Yama | Yeom-ra.
A pair of gloves made of ethereal silk that shimmers and glitters supernaturally, with an inner layer of walrus hide obtained from somehwere.

The user rubs their hands together as they then release a plume of "Healing Aura" onto their targets, which then festers inside of them, before tearing through their body and soul, leaving an injury behind.


Spend an Action. Select a Living or Animate target within 45 feet. You must use up Dagger in order to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

You may affect up to 3 targets within range.

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

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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.

black threads of the fine silken object shoot off of the gloves, attaching themselves to the target, before the strings find their place as it releases any locking mechanism in its way


Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • 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 two gloves touch each other, and the energy creates, a negative energy as it forms a blade that exists and doesn't exist simultaneously, only created in that moment to cause harm, after which it disappears... With a slight change of the gesture, the gloves can summon a nigh countless amount of them in a hailstorm, or as a hypercharged one to attack a group of people in a more controlled manner


This Artifact produces ephemeral projectiles that can be used as a throwing knife.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.

You also gain the following effects:

  • 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.
  • Hail Storm: You may Exert your Mind to make an attack with against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • 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.

  • 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.

Tendrils from the gloves stretch and fly off to wrap around and hold the target, binding them with darkness and void energy as they are held in place, slowly and wrapping around the target and after an uninterrupted bind, are sealed in a cocoon of darkness.


Spend an Action. Select a target within 45 feet. Roll Dexterity + Athletics at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.

Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.

You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.

If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Coils of Void and souls come out of the ground as they attempt to latch onto their target.

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

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

Strengthened strands of dark envelope themselves, making these gloves resistant to the whims of the world, entropy, destruction and things of that nature.


This Artifact has been upgraded.

This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • 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 same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.

Chester - Chris

Created by Winsley Herman, given to Chris.
Am extra-large purple Jansport backpack The initials W.H are embroidered into the back. There two patches near the top are made to resemble eyes, though it does allow the briefcase to "see" if whoever is opening it is the owner. The insides are quite spacious and padded. If the owner isn't the one to open the container the briefcase temporarily swallows the items inside and pushes up its "tongue" (the bottom of the briefcase) to resemble a normal briefcase. Otherwise its just as spacious as a magical container would be.

You link your mind with your object allowing for it to take your burdens away. You no longer feel pain or stress. In return the object feeds on your innermost thoughts. Trust me you won’t even realize.


You gain the following benefits as long as this effect can only be used if it’s attached to a living object. and you are wearing this Artifact.

Your Stress from Injuries and Mind Damage is reduced to 0.

A large black briefcase. Made of real leather and stamped brass. A handle and a over-shoulder strap are available. The initials W.H are stamped into the side. The two locks on the top are made to resemble glass eyes, though it does allow the briefcase to "see" if whoever is opening it is the owner. The insides are quite spacious and padded. If the owner isn't the one to open the container the briefcase temporarily swallows the items inside and pushes up its "tounge" (the bottom of the briefcase) to resemble a normal briefcase. otherwise its just as spacious as a magical container would be.


This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.

If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of this container appear normal and unremarkable.

On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

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: Delusion that the suitcase is your best friend. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • You cannot change the container's type if you are not in possession of it.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

Healing pendent

Created and held by Levi Bright.
A necklace that lets him heal other people

It lets him perform surgery swiftly and effectively.


Exert your Mind and spend 1 minute to activate. 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 Intellect + Medicine 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.

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

Cloak of the Winds

Created by Terra Wilde, looted by Dovah.
a black flowing cloak with leather threads

...


Expend a point of Battery and spend an Action to activate. Roll Dexterity + Melee at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You 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.

Stock Artifact Crafting Gifts

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.

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.