Crafted Artifact

Templar's heart

Assortment of minerals embedded in simple copper pedant.

A rose quartz carved into a lens. Inside lens there is few incisions, that ,when looked from correct sides, look like runes. Can be embedded or sawn into an object.

Rose quartz can restore balance within your system. In addition to being stone of love, it's considered a stone of life. It reduces internal tension and allows user to feel refreshed and rejuvenated.


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

You may go five times longer than a normal human without food and water. You no longer age naturally, and supernatural attempts to age you fail.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.

Community Artifacts

Yuki no Ko

Created and held by Riku Nakamura.
Originally a keepsake from Riku's mother, this piece of jewelry reacted to his awakening by serving as an emotional catalyst. Made from a rare silver osmium alloy, the crafstmanship blends bold, angular lines with soft, flowing curves in a design that balances masculine and feminine elements. Tiny etchings shift along the inner band, like shadows in the corner of your eye. The bracelet feels unnervingly cool to the touch, exuding a faint, otherworldly shimmer.

He moves with a speed that feels less like running and more like vanishing. There is an eerie stillness to his acceleration, as if the world itself forgets him for a moment. His body answers to strange instincts — joints bending with impossible grace, steps soundless, breath invisible even in the cold. Frost seems to cling to the edges of his presence, a silent chill that numbs the senses of those nearby. Though he trains and sharpens his body like any fighter, something deeper stirs beneath the flesh — something ancient and alien to mortal blood. His passage leaves no trace but a fading shimmer, as if he is merely a spirit brushing past. Those who see him move speak in whispers afterward, uncertain whether they witnessed a man or a phantom called forth by the winter itself. Whatever the truth, his speed is a warning, not a gift.


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.

E.G.O EQUIPMENT

Created and held by Scarlett.
"Report to the Storage Room"

"The carcasses of birds and bugs piled up near the apple. The apple pondered about its existence in the midst of the corpses rotting around it. One day, a branch grew from it. The leaves and branches were already withered and dry, but it continued to grow."

ALL MOVEMENT WITHIN THE VINES ARE INHIBITED TO 15 FT PER TURN, THIS EFFECT CAN BE NULLIFIED WITH SPEED BUFFING EGO.


Exert your Mind and spend an Action. This Effect cannot be used unless both Green Stem EGO are equipped.

You create a hemispherical dome of Green Vines originating at your Location, with a radius of 60 feet. and lasting for 2 hours. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in the following ways:

  • Danger Zone: The zone contains Poisonous Vines. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

You may end this Effect prematurely as a Free Action.

  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Liam's Booster Boots

Created by Jason Valent, given to Ethos.
These chunky black & tan boots feature a polycarbonate toe & sole. When activated they burn with a ghostly blue-white energy.

The booster boots are able to create thrust for a limited amount of time. They are Rocket Boots, so generate exhaust & noise, though expert craftsmanship reduces the sound to manageable levels (about the same as a vacuum)


Exert your Mind and spend an Action. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Icarus: If you fly higher than 50 feet in the air, you must roll 1 die, Difficulty 6. If you fail, this Effect ends early and cannot be reactivated for an hour. Make this roll again at every interval of 50 feet off the ground (100 feet, 150 feet, etc).
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Commercial Flight: This Effect is suppressed any time you are over-encumbered. However, you may carry up to 1 passengers without increasing your Encumbrance. Any passengers must maintain physical contact with you or another passenger, or they will fall.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

The Hands of Time

Created and held by John Doe.
A professional looking silver analog watch with a small puppet character as the hands that tell the time. On the side of the face, there is a normal knob to set the time, and a button that looks like it belongs on a digital watch rather than an analog one.

John presses a small button on the side of the watch face, and turns invisible. The invisibility propagates from the back of the watch face and wraps around his body. The same happens when the duration elapses, with visibility beginning in the same spot and wrapping around.


Exert your Mind and spend an Action.

You are obscured in one of the following manners. Lasts 30 minutes.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you 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.

Accession of the Fall

Created and held by Juvia Felsa.
A misericorde dagger with eldritch features that appears to be formed from black metal with an iridiscent, mostly-crimson sheen. An illusory cord sprouts from the dagger's pommel whenever it is shrunken, and said cord twines its ends together if the resultant item is attempted to be worn as a necklace.

Whenever the Artifact's owner thoroughly defeats or kills an opponent, the Confluence of Glyphs may save the echo of any melee weapon used by the opponent if it deems it worthwhile, adding said echo to what is best described as an archive. This artifact is able to freely change its shape to resemble any of the weapons from within the archive. The contents of the archive are recorded in the Artifact owner's Equipment section.

A blur obscures the Artifact's features while it is shape is in the process of being changed, with a crimson glint signifying that the alteration has concluded. The coloration and perceived materials of all replicated weapons partially match the coloration and perceived materials of the Artifact's base form. Some features of these weapons are distinctly different from those of their real iterations, such as text and images being replaced by unknown glyphs. If the appearance of a weapon's real iteration had noticeable technological aspects, the replica has those aspects revised to be warped and eldritch instead.

The Artifact can only be miniaturized while it is in its base form. When it is ordered to shrink or enlarge, it bursts into a swarm of black, shifting glyphs which coalesce and reform into the Artifact of the requested size.


This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into a miniature version of itself and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 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.
  • 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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Whenever the Artifact is used by someone other than its true owner, observers can see shifting impressions of unknown glyphs temporarily appear in random places on the Artifact's surface. If whoever is wielding it had hurt the Artifact's true owner before, the aforementioned glyph impressions exhibit a crimson sheen. The noticeability of the sheen scales in direct proportion to the magnitude of the current wielder's total negative impact on the Artifact's true owner.

Whenever the Artifact is ordered by its true owner to return to them, it folds in on itself in a non-Euclidean manner, becoming more and more blurry as it does so. Then, the middle of one of the true owner's palms darkens as a single black, ever-shifting glyph with a crimson sheen emerges from it. The true owner reflexively closes its hand around it, 'catching' the glyph, but when they open it again they are instead faced with the Artifact in its shrunken form. The palm's darkening is also no longer present, as if it never happened in the first place.

All bleeding Injuries of the Artifact's true owner emit streaks of blur reminiscent of solar prominence. The parts of this phenomena that are close to the scar owner's skin faintly glow an uneasy red instead of remaining colorless and clear.


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 the true owner dies or is destroyed, their ownership ends. If this Artifact has no 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.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: an ornate, inky-black mark depicting the Artifact's base form - a misericorde dagger - pointing downwards from inbetween the person's shoulder blades to the small of their back. So long as this mark exists, the person in question's blood becomes black and blurry with a crimson sheen, and all Injuries that aren't Stabilized degrade every 10 minutes instead of every 30 minutes. If observed under a microscope, anyone can see that the blood's cells have been replaced by various black, ever-shifting glyphs of similar sizes - however, despite this, the blood functions exactly the same as a normal human's blood would. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • "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.

Whenever the Artifact's owner allows it to temporarily expand their perception, an aggressive red glint can be seen shining for a split second from within the center of the dagger's crossguard. Likewise, the Artifact's silhouette momentarily blurs as well.

To the Artifact owner, during their period of otherworldly awareness, all opaque materials become partially transparent. Crimson, glowing, ever-shifting glyphs start to frequently appear floating inside all of the aforementioned opaque-turned-transparent objects and terrain. Normally, the glyphs themselves aren't distracting, and tend to be somewhat faint, however some decide to trace the outlines, edges and corners of seen-through surfaces instead of simply floating without purpose - these ones are quite more noticeable, being a bit more numerous and bright. The Artifact owner is mentally aware of all such glyphs within this sense's range.

The difficulty of discerning the less obvious details within a given area dictates how colorful the glyphs in said area appear: for example, glyphs within the first and thus unobscured wall that the Artifact's owner could see are of a strong red hue, while glyphs in an object that's behind several usually-opaque surfaces or deep underground would be darker - both in color and in brightness.


Expend a point of Battery 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.

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.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

Whenever the Artifact owner attempts to enter or leave the pocket realm, space contorts and either folds in on itself or unravels in a non-Euclidean manner, either swallowing or revealing their existence as well as the existence of any selected nearby targets. Observing this effect is uncomfortable to spectators.

The void of the pocket realm is formed from unknown, barely-visible, ever-shifting black glyphs. Sparse crimson motes reminiscent of eldritch rubies float throughout this space, providing a bit of light if they are close to the space's theoretical center. Additionally, the Artifact owner's lover is manifested within the pocket realm as well.


Exert your Mind and spend an Action.

You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see nauseating, non-Euclidean space-warping which outlines horror-evoking phenomena beyond perception.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Whenever the Artifact owner requires concealment through subterfuge, a swarm of unknown, static, glowing crimson glyphs emerges from the Artifact. Each of these glyphs has at least one prolonged, pointy end. Immediately, the swarm disperses to fly over to the areas chosen to be disguised, and, after a miniscule pause, the glyphs begin to sequentially pierce the areas in question in a motion akin to sewing. Several seconds later, accompanied by a finalizing blur, the change is complete, and all glyphs fold out of existence.

When piercing flesh, all wounds caused by the glyphs heal in a manner of seconds, and any spilled blood is absorbed by blurry ripples; when piercing clothing, the glyphs instead temporarily merge with the pierced surface and emit a single red pulsating glint each. The total amount of glyphs present during this phenomenon scales in direct proportion to the cumulative surface area of the affected parts of the Artifact owner's body and apparel.


Spend 2 Actions.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

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 cannot directly mimic an existing person. You may change the appearance of your outfit. 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see many pointy crimson glyphs sequentially piercing the areas that are being disguised in a motion akin to sewing, which is visibly painful when affecting flesh.

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

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: Cognitive Neuropathy. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

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.