Crafted Artifact

Shades of Stardom

Created by Stan T. Mann, given to Koriol Celestheryne.
Some kickass shades, worn by yours truly.
Crafted by Koriol Celestheryne

You chase each bond after bond like it's all you'd ever want, not knowing it was always meant to be fleeting. The beauty of life and serendipity escapes you as you insist on pinning the red string of fate upon each and every milestone.

Now, it has made it to your gifts as well. They are tethered to you by what may be an invisible string, and eventually you are bound to be connected to so many that you become a network of promises. The visuals remind you of an evidence board, beautiful in its ordered chaos, soon to be smothered in red.

This item has been promised to you. Do not let anyone take it away.
Never again.

On the red string:
Koriol, ever the artist, weaves in crimson strings. They wrap around and through the artifact, pinned down in the same manner that one would install 10 locks on a door. He's slipping. He needs a safety net. This will have to do. Soon enough the strings appear to vanish, but deep down we all know... it was meant to be.


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

  • "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.
Crafted by Stan T. Mann

Sometimes things don't work out. Sometimes they malfunction or go haywire.
For you? They seem to go well every time.
Thanks to movie magic (and some fudging of the coefficient of friction, though you don't realize it), any weapons that are swung at you seem to melt and become malformed as they collide with both you and the surrounding air, so long as you wear these kickass aviators that're emitting this li'l field of movie magic.
If you don’t pull em down and wink, then these babies won’t work. Little equations float around the glasses whenever they’re used in this way, too.
You still gotta act like you're taking the blow though. The trick works best when you get the fight choreography... just right.
How else will the audience appreciate the work put into this.


This Effect activates whenever you are attacked by a melee weapon. It does not require an Action or Exertion. Select a melee weapons within arm's reach no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Dexterity + Athletics 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.

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

Community Artifacts

The last act a Saburou elder commits is helping their student forge a kunai then infusing their own soul into the blade. This act gives the tool a degree of autonomous control and lets it be controlled through the user's will, ensuring it never gets lost.


This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks

You also gain the following effects:

  • Pin: If your attack inflicts an Injury on your target, you may "pin" to the ground or a nearby wall. They are stuck there until you remove the weapon. The target may spend a Quick Action and increase the Injury's Severity by 1 to pull themselves free.
  • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Championship Belt

Created by Victoria Bellenara, given to Faira Lenora McDougall.
Currently At home.
A wrestling belt

...


Exert your Mind and spend at least two Actions performing the following ritual: must hold up the belt with a chear and strap it on, then flex.. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Athletics at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.

  • Chain of Screaming: About 30% of average people will fail a Self-Control roll. A target that successfully resists is immune to this activation of the Effect. Cannot spread back to you.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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 have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

The Bat Cave

Created by Edgar Stokes, given to Lucifer Inkz.
Tattooed caves from which streams of bats pour out!

These organs are about the size of a fist when created, growing like fleshy tumors inside Edgar Stokes mutated body - when inserted into a Pouch Augment in a living creature, the organ takes root, transforming that Pouch into a liminal space of sorts. The Organ feeds off the nutrients of the host body, & cannot be removed without removing the original Augmentation altogether.


This Artifact can be used as a container. It is roughly the same size as a small, pulsating organ and just as difficult to conceal. Unless it is implanted in a living creature that has the Pouch Augment, this Artifact behaves as its mundane counterpart.

Your small, pulsating organ holds 12 times what it normally could. Objects stored inside are weightless.

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

If your small, pulsating organ is destroyed, things inside may get out, and it will cease to function until it is repaired.

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.

  • There is no cost to use your container.

Silver cross

Created and held by Father Samael Ward.
a silver cross with an etched depiction of three circles connected representing the holy trinity

Your faith cause a barrier to form around you that protects you from harm


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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Catholic Cross

Created and held by Isaac.
wip

wip


Exert your Mind and spend an Action. This Effect cannot be used unless being injured..

You transform into an Aasimar for 30 minutes. You have access to all of your Powers while you are an Aasimar, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.