Crafted Artifact

Foxy

(With sad clowns makeup) Features • Hydration bladder with internal tubing to mouthpiece • Passive cooling mesh layer • Hidden storage pouches (tail, thigh, chest) • RFID-shielded chest pocket • Reinforced padding at knees, elbows, shins • Quick-release panels with magnetic clasps (hip and collar) • Removable treaded soles (Velcro-secured) • Detachable fan port (head-mounted, optional use) • Modular indoor/outdoor paw pads • Compression medical wrap tucked in tail pouch • Flexible jaw with subtle articulation Materials • Triple-ply synthetic fur (fire-retardant, water-resistant) • Carbon mesh cooling netting • EVA foam padding • Ballistic nylon reinforcement panels • Velcro and magnetic clasps (neodymium magnets) • Silicone paw pads and nose detailing • Mesh and neoprene head lining • Kevlar-threaded seams at stress points • Polyurethane-coated rubber tread pads • Medical-grade vinyl bladder (hydration system) • RFID-blocking aluminum fiber mesh in chest pocket

You plant your feet — low, predatory — and your knees bend like you’re ready to lunge.

Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.

As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.

Then it happens:

You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.

The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.


Spend an Action. Select a target within arm's reach. Roll Charisma + Influence 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 2.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • 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.

When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.

It isn’t rage.
It isn’t fear.
It’s gravity.

Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.

To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.

Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.


Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Influence 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 as long as you maintain Concentration. 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 ends early if the target is Injured or violence occurs nearby.

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 must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • 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.

Each Persona is crafted carefully to match the individual’s true self.


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.

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.

  • "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.

Your fursuit isn’t clothing.
It isn’t armor.
It’s a living body — a second skin of synthetic fur, reinforced hide, and hidden machinery —
grown around you like a biological exoskeleton.

The bulk of it — the Gio frame — forms a core spine inside the fursuit, housing motors, servos, compressed air bladders, and liquid muscle that flexes with your movements.
It wraps around your arms, legs, chest, and back — internal, not external — powering every lunge, every sprint, every leap.

You don’t sit on the machine.
You don’t ride it.
You and it are the same creature.

The fursuit’s paws hide motorized wheels and amphibious drive systems beneath their pads —
letting you run across the land faster than any natural beast,
or dive into water and slice through it like an apex predator,
all while still moving on your own legs.

When you act,
the machine doesn’t respond to commands.
It responds to instincts.

You feel the buzz of artificial muscles tightening under the fake fur, the flex of reinforced ankles pushing you faster, the brief pressure release as internal air systems adjust to keep you balanced at any speed.

When you Roar, when you Track, when you Hunt —
it’s not a fursuit and a machine and a human.
It’s one body, one will, one wolf.

If you abandon it, it doesn’t just shut down —
it withers like a starved beast, curling into itself and dying, because without your soul driving it, it cannot survive.


This Artifact can be used as a Gio All-Season Enclosed Mobility Scooter. It is roughly the same size as a Gio All-Season Enclosed Mobility Scooter and just as difficult to conceal.

This Gio All-Season Enclosed Mobility Scooter has Key Features: • Hidden spring wheels in the thick soles of the feet. • Manual movement still possible (walking, jumping, crouching). • Optional glide mode triggered by a shift in weight or internal button. • Zero visible mechanical parts unless you’re upside down. • Slightly heavier foot padding to hide the hardware.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Amphibious: Your vehicle may move on land as well as under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Flying Solo: Your vehicle cannot have any passengers.

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.

Community Artifacts

Knobbler Armour

Created and held by Koriol Celestheryne.
I'm kinda just Iron Man.

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.

Experimental AegisTech Combat Helmet: Version (2)

Created and held by Viktor Caetano ("Lex").
Currently Lost.
What seems like a full face mask of metal and colored bulletproof glass seems to cover the users entire face with the lower half of it acting as a gas mask. The Gas mask itself seems to be made out of small black metal, with the exception be the two filter areas which seems to allow air flow into the mask, it is to note whatever air is breathed out seems to have a purple and blue hue to it.

"Raven" Advanced Reconnaissance Power Suit

Created and held by Alan Reid.
An Advanced Reconnaissance Power Suit (ARPS). It is a lightweight suit with 1/4 inch thick titanium plates providing 3 armor. It is thin enough to be worn under clothing, although it is obvious there is something underneath. The suit comes equipped with jet thrusters on the arms and boots of the suit which allow the user to fly freely through the air.

When used, Jet Thrusters built into the suit propel the user into the air.


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

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 Jet thrusters on arms and boots. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Jet thrusters on arms and boots via a called shot or Battle Scar, you can only glide until they are healed.

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

  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • 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.

Xeczans

Created and held by Xavier Yi.
It's a black recurve bow with a black and red grip and vien like markings all over it that looks like it carries some sort of liquid.

When drawing the bow, it will split open to form an X shape and start to absorbs energy from its surroundings and condenses it into a ball of pure energy before expelling it in a beam with the shape of an arrow when you release the shot. Those nearby will feel the air start to move in the direction of the energy ball.

Xaczans crash landed on earth in a small meteorite and will seek out the nearest intelligent being to bond with. Other pieces of it were scattered throughout the earth due to the meteor breaking into pieces when entering the atmosphere. The bow absorbs energy from its surroundings and condenses it into a ball of pure energy before expelling it in a beam with the shape of an arrow when you release the shot.

When wielded you will feel a light pulsating effect, almost like a heartbeat. A weird voice will begin speaking to you in an unknown language you can't comprehend.


This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Pen and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Outcome + 4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.

This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: You must make a Self Control roll to willingly part with or otherwise be without the item.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Leave No Trace: Your projectiles crumble or vanish after impact, leaving no meaningful trace of your assault beyond the wounds they leave. If your attack would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

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

Abenaki Spirit Stone

A triangular piece of stone about the size of a man’s fist, carved and polished so that it has a smooth raised edge and a flat recessed face. The face is etched with a large image of a crow and smaller images of frogs, snakes, and spiders done in a Native American totemic style. The stone is attached to a weathered loop of leather decorated with small, nearly petrified bird bones.

Vermin you look through seem abnormally intelligent, but otherwise everything seems normal.

All commanded creatures are treated as a single ward, with a perception relative to their abilities and limited by their intelligence.
'Let me know if someone comes to this place' works. 'Let me know if someone acts suspicious' does not. Commanded creatures are not able to recognize most items, unless trained to do so- and even then, they might not realize a gun painted pink is a gun, for example.

You must be asleep in order to see and hear through the ward. This does not grant the ability to wake up as a free action.

Having a member of the horde be killed during active monitoring triggers a trauma roll, though only for the first one per 'scene'


Exert your Mind and spend an Action to activate. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

You may communicate through your ward, though doing so will reveal its presence.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Territorial; If humans infringe on what you consider a private space, you must make a self control roll to not drive them out by force. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

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

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.