Crafted Artifact

gun of guns

Created by hjv, given to Bediako Sowa.
a gun

uvgy


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.

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: ,l. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

  • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
  • 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.

Community Artifacts

Shantak Qill

Created and held by Carter West.

Carter has learned how to empower contracts with his written word.


You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Increase your sacrificial Injury's Severity by 1 and all participants must sign thier names with the qill to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Radiant-Nano-machines

Created and held by Mensk Xelnaga [25].
a swarm of tiny drones that live deep within Mensk, when he is dead they will seek another host

They look like a grey goo swarm.


Expend a point of Battery and spend a minute. Select a non-Alien Device within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The nano machines do not properly close the wound created by exiting the body leading to a sev-4 injury. Can be used on Armor.

Lasts the next day. Your target 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. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.

Upgraded items have half their normal weight, for the purposes of encumbrance.

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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see nano machines rip out of his body, then repairing the gruesome wounds within seconds.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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.
  • 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.

Princess Crown

Created by Evin, given to Faira Lenora McDougall.
Currently At home.
A tiara with metal needles that dig through the skull in order to be used.

...


Exert your Mind and spend 2 Actions. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.

You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question you ask and memory you replay takes a single Round to read.

  • 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.

...


This Artifact cannot be broken.

This Artifact's creator is always aware of the direction and distance to this Artifact.

  • "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.

...


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

You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
  • 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.

  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • 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 may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

....


Exert your Mind and spend 2 Actions. Select a Human target within 300 feet. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories. Alterations you make must evoke new found respect for life.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

If your target is confronted with compelling evidence that their memories are wrong, the alteration will revert and they will regain their old memories.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • 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.

...


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

You can interact with things that are within 300 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 6 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 6 total objects at the same time.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

....


This Effect activates whenever successfully resist with mind.. It does not require an Action or Exertion. Select a Sapient target within 300 feet. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 2 points of Mind damage and gain two new Traumas selected by the GM. these Traumas may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

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

....


Spend an Action. Select a Living target within arm's reach. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

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

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • 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.

Ringmaster's Cane

Created and held by RINGMASTER.
A polished, scuffed wooden cane with a shimmering crystal ball on top. It naturally draws the eye.

The crystal ball on top of the cane flashes in the stage lights and suddenly you can't seem to look away.


Exert your Mind and spend an Action. A number of Animate targets within 50 feet who can perceive you through any of their senses no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless when in the Ringmaster's circle. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for Contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

You may end this Effect prematurely as a Free Action.

You may Exert your mind to compel a Fascinated target to begin moving towards you.

  • 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.

Linked_List_V6

Created and held by Polamedes.
A silver ring with a small blue box with a tiny number 0 inside. Their is a tiny line connecting box zero to 1,2,3 each with a small symbol behind the number.

Tiny nano machines swarm out of the ring and cover the users body in a thin sheet. The tiny bug like bots arrange themselves into a latticework over the user and once all are in place thin little cuts are made along the users skin in square patterns. Tiny rivers of blood well up at all locations of the nanites and are quickly sucked into the nanomachines, they then start cutting the small squares of the skin and prying them up the tiny bits of dermis sticking to the muscle and sinew underneath but being pulled anyways until they eventually come free. Unable to patchwork skin on the eyeball the bots flood into the occular cavity and surround the eye forming a kind of sheen over the cornea and feeding it visual info while the effect is activated. Each bug holds the square of skin over itself like a kind of card. When activated they flip the skin cards around to the underside where a hazy reflection of the surrounding area is put forward on the other side of the skin card.


Expend a point of Battery and spend one minute.

You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.

  • 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tiny stadium bugs flipping skin cards.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

The ring on Polamedes right hand starts to glow and grow until it is the size of a large dinner plate. Thin strands launch themselves from the now enlarged ring and hook into the flesh of the arm. The skin from finger to elbow flays backwards in strips like a swissroll. Under the skin tiny nanomachines start to assemble into a latticework, tightly packed but slowly expanding struggling to contain a large glowing blue energy. As the energy builds the ligaments in the elbow pop and shred and are replaced with thin strands of nanomachines support fibers. The forearm expands outward pulsing with energy, ballooning before causing it to collapse back in on itself releasing a large blue-black beam of electric-plasma that fires from the arm towards the target. The super charged beam of energy shoots towards its target, anything hit with the beam will slowly start disintegrating as the molecular structure holding it together is ripped apart and the cohesion between cells comes undone.

Afterwards the skin strips hang loose before the tiny bots start punching holes in the stipes and then threading them together with slimy stitches. Once all stripes are restitched the disconnected hands fingers break backwards pulling themselves back towards the wrist and reconnecting.


Expend a point of Battery and spend an Action. Select a target within 300 feet. Roll Intellect + Technology Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Skin peeling off arm to make cannon..

  • 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 can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Tiny electronic robots emerge from the ring and burrow under the users skin. They crawl along under the dermis creating quickly moving bulges that travel into the users fingers, down their hand, past their wrist, and into the forearm before ballooning outward and spreading all over the body. The feels like their nerves are on fire as the tiny insects crawl along the internals of the body before finally arriving at the nerve receptors for the eyes and nose respectively. Once at the eye the user would see their tiny legs begin to snake into the their vision from the periphery. The nanite needs the eye to be looking forward so as the cornea moves to the side to see the legs they retract while legs on the opposite side continue to snake forward. Once the eye is stationary enough the bug legs lock it into place and another nanite crawls from the back of the eye and enlarges over the cornea. Once in place it's tiny legs inject past the cornea and into the optic nerve behind it. Afterwards the user sees a thin HUD outline of what the other nanites have already found relayed back to the user. As for the nose once the nanites are in place at the nerve ending the user would have a sudden drop where they couldn't smell anything for a few seconds followed by the smell of metal and burning plastic for a bit, then the new senses would be online. The nasal cavities become filled with tiny nanites buzzing and humming from inside.

Tiny nanomachines begin to pour out of the ring and skitter around the user in an outwardly growing sphere. They burrow into floors, walls, roofs and doors and continue to move unnoticed with the user for the duration of the ability before dissolving. While active the bots scout slightly ahead and ping back information to the ring that they emerged from, mainly focusing on electronic items but also recording interesting smells and cataloguing them for investigation.


Expend a point of Battery and spend an Action. This Effect cannot be used unless Nanites require area with active power or enough to last them the duration of the ability(at minimum car battery).

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cornea HUD, Nose Hive..

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

The finger that the ring is applied too has the skin peel back around the ring and is fleenced all the way to the palm. In the opening thousands of tiny insects (nanomachines) flood out of the ring and into the opening created in the hand. Tiny lumps can be seen under the skin traveling into the body of the one they are healing. While healing the target the nanobots can be felt crawling within the targets body and are puked out upon completion

A simple silver ring with a single blue box with the number 0 etched into it. Uses Ram to power uses of it.


Expend a point of Battery and spend 2 Actions. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology 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. Your patient is required to Healed person can't share true name for the next month. If they violate this rule, your treatment is immediately reversed.

If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Finger bugs.

  • The patient is aware of the after-care requirement.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.

The ring expands itself into a yawning mouth inhaling space. The edges blur into tiny voxels that maintain the opening to roughly the size of a backpack. Once the rift is stable black tendrils of nanites shoot out from the edges of the rift and connect to anything animate nearby and begin to feed off them to draw energy for the transmission. The tendrils latch onto humans and coat the flesh where they connect with inky black nanites. Blood can be seen getting pulled from limbs in order to feed the portal. Skin cracks and bubbles and then is replaced ad nauseum until the transfer is complete.

On the other end a series of voxels appear floating in the air before expanding into a ring and depositing the object or circling the nearest device with a screen, infiltrating the object and displaying the message there before disappearing.


Expend a point of Battery and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It cannot be longer or more complex than a couple short sentences. It takes at least 30 minutes before it is received.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

You may send any physical Object that would fit into a backpack with your message. Such messages take one minute to arrive and always cost Exertion. Any active timers, fuses, or traps on the objects are triggered when you attempt to send them.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Tendrils sucking energy.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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.

A small silver ring with linked blue boxes engraved into it.

The user extends their hand towards the target. When they do thin tendrils extend from the ring and search for purchase on the wearer. The tendrils attach and start sucking small amounts of power from the user as they continue to crawl along their body before retreating after the hack is done.

The user's packaged will and commands are transmitted through the ring and then antenna tendrils towards the target.


Expend a point of Battery and spend 1 Action. Select a Device within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

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: Disfigured. Permanent stains on hand from where tendrils have previously latched on.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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: Irrational anger and disrespect of people who have truly shoddy security setups.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Tiny nano bugs emerge from the ring and encircle the hand of the user.
The hand is severed and rapidly transported to the site of the jump once there voxel cubes emerge from it and form the portal.
The stump from the hand bleeds out blue black voxel discharge and blood while forming into the other end of the portal.
Once the user enters the portal they are slowly dissolved into voxels and those bits are transported unseen to the other end of the portal, where the user is reconstituted block by block.
Starting with the inside organs and ending with the clothing.
Finally the hand reattaches to the stump and the portal of voxels falls to the ground discolors into blood.

The first link in what hopes to be a long chain. A single node that will hopefully ensure the creation of more nodes. Making the conceptual reality, Polamedes starts building a chain that he will use to alter the very foundations of this world. Starting small a short hop from point to point.


Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see “The user is viscerally deconstituted and reconstituted at their entry and exit point.”.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.