Crafted Artifact

New Artifact

Created by Marina, given to Carter West.
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You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Community Artifacts

Cloak of Shadows

Created and held by Megumin.
A black cape with shimmering gold trim.

Shadows wrap around the user from beneath their cloak, hiding them from sight and hearing.


Exert your Mind (unless you win a coin flip) and spend an Action.

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

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • 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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Cross-Eye Tactical Monocle

Created and held by Prototype.
A monocle composed of ballistic glass. Carful observation will see delicate circuit patterns engraved into the glass of the monocle.

When activated, light is distorted around the wielder, rendering them a rippling outline difficult to distinguish from their surroundings.

The Cross-Eye has further advanced, allowing the user to use it's latent nanotechnology to cloak the user in a special suit. This suit reflects light around the target, and softens all noise made by it. With this, a sniper could be right next to it's target or miles away, and they would never know


Expend a point of Battery and spend an Action to activate.

You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. 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.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

  • 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.

The C.R.O.S.S. optic projects a laser holograph over the selected firearm, then upgrades the desired functionality through a HUD display menu.

The advanced technology in the C.R.O.S.S, optic can enhance the ballistic quality of firearms for a limited time.


Expend a point of Battery and spend a minute to activate. Select a non-Alien Firearm within arm's reach. Cannot be used to improve Armor.

For 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.

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

Red Wonder, Guitar of the Spacefreaks

Created and held by Lance Marquez.
Red Wonder is a red electric guitar, emblazoned with the band name "Spacefreaks" on it. Engraved on the back of it is a heart with the writing "L+R" in the center.

The guitar itself seems normal but streaks of lightning can be seen emanating off of it when played. The lightning is harmless and has different colors based on what music is being played on it, such as green for more soothing music. Though, more often than not, red is the most prominent color as electric guitars, such as this, are used for aggressive music like rock. Should it ever be lost for a long enough period of time without entering new possesion, it will turn into lightning and streak into the sky, landing back into Lance's possesion.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

  • "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.

Amulet of Allsight

Created and held by Amos Köhler.
A cord amulet, centred with twisted iron and a polished stone, coming together to form a crude eye shape.

Amos can imbue the power of enhanced vision into amulets in the shape of eyes. When worn, these amulers made the sclera blacken, and users find their lust for all sight comes at the expense of other senses.


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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

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: Sense Exchange: Roll a d4 each day (1 - Hearing, 2 - Taste, 3 - Touch, 4 - Smell). Dependant on the result, you have a +1 Difficulty to rolls relating to that sense for the next day, and any Failures count as Botches instead.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Spear of the Hunter

Created and held by Wolf.
Currently Destroyed.
a spear made of bone, covered in Feathers and Teeth

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.