Crafted Artifact

Knoblobber

Created and held by Koriol Celestheryne.
The doorknob-lobbing weapon of choice of the 4th Knobbler. Bear the legacy, for better or worse.

These days, being smart is hardly enough to solve mysteries. Sometimes you have to shoot them in the face. Sometimes you want to shoot them in the face, because forgiveness is a learned weakness.
Upon you, we bestow knowledge accrued from three minds past. Never thought you'd become an ammunitions expert, did you?
Well?
You have everything you need.
What are you waiting for?

On shooting:
Shooting a gun is very much like deductive reasoning. At least, that's how Koriol imagines it'd be - he's barely held a gun his entire life, and suddenly he finds that he needs it more than ever. Ready, aim, shoot - you'd have to be pretty accurate in both cases.

On schematics:
As the 4th Knobbler, Koriol has gained access to schematics that allow him to forge certain weapons. While the Knoblobber is far from a normal gun, all he really needs to do is change up the size and shape of the barrel and cylinder. The mechanics can't be that different. Now, you have a revolver... hey, who else used revolvers, again? No, not that guy, the other one...


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

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. Attacks do not require a successful called shot to do damage.

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: Doorknob Compulsion: Anytime that you come across a doorknob or doorknob-shaped object, you must succeed a Self-Control roll to resist the urge to steal it. If you fail, you may Exert your Mind to overcome the urge. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Pin Down: If your attack hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • 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.

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 the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to Jacob Marcel Ignacio De Reyes Cruz and reveal its power to them. They become its new 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.

This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

  • If there is no available Next of Kin, it will wait two months and then appear to a random person. If multiple next of kin are appropriate, the GM will decide randomly.
  • "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.

Community Artifacts

Universal Identification

Created and held by Alex Scott.
A small, blank passport.

The holder holds the document in their hand, makes a slight flick as they're saying what it is, and then it is that document, just as the plot requires.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.

Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.

The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.

The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.

When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

ArCANis Spray Can

Created and held by Delphyrion Arcanis.
Currently At home.
Just a spray can with a colourful label. What's important is Delphyrion's addition to the contents: a rubbery substance that sprays out in a rainbow mist.

Spray-On Armour

5
Requires Novice

Bruh

Created and held by billiam.
It gun

It’s a flesh gun


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

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

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.
  • Silencer: Shots you fire can be made silent at will.

  • 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.

Clown PEZ Dispenser

Created and held by Remus Zigadenus.
A seemingly mundane PEZ dispenser with the rather disturbing head of a clown, with five plastic red noses compressed tightly inside of its internals. After enough time has passed, its contents seem to regenerate on their own.

Remus sprouted his Sticky Hand from the stump of his right wrist, now the only arm of his that remained, and spent quite some time fiddling with the button at the back of the PEZ dispenser — eventually managing to pry its plastic contents free of the container with great difficulty. Instinctively knowing to swallow the clown nose, a new arm burst forth, painted bone white and budding with freshly grown red noses.

In case it wasn't obvious from the Visual Description, Clownflesh essentially describes white clown paint and additional red noses growing from large and flat sections of regrown flesh.


Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the rapid vine-like growth of unnatural pale flesh budding with red noses like berries.

Healing a Battle Scar in this way leaves behind Clownflesh on the target which cannot be healed.

  • 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 sight, or within range of another sense if more fitting for the Gift's flavor.

Dreamlands Writ

Created by Minerva McAlaster, given to David Vance.
A small piece of parchment, covered in some kind of a glossy substance. It has on it a writ issued from the Castle of Light permitting the bearer to enter the Dreamlands unmolested, and for the entities there to offer help. It's signed 'The Lady of Light' in almost illegible handwriting.

The one bearing this map kneels, and holds it tightly in their hands. They close their eyes, and let out a breath.. and their mind slides into the Dreamlands. To people observing, the traveler appears to simply sleep kneeling.

To the one in the Dreamlands, they are in an unmapped part of the Dreamlands. The world around them is raw chaos, ever-shifting. It requires an incredible act of will to force this to resolve into something that can be understood. For not only are all potentials represented here, all times are. With focus, one can will the chaos into an image of something that happened in the past.


Spend a minute. Investigate an area with a radius of up to 20 feet At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn the following information about the area:

  • You choose a specific type of event and receive a vision of the last time it occurred here.
The quality and specificity of information gained depends on your Outcome.

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

  • 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.