Crafted Artifact

The Napoli sign

Created and held by Rocco Marino (Rocky).
A small Lighter with the Napoli sign engraved on the side

A brass lighter with the Napoli sign flicks open, flame sparking, then snaps shut with a sharp click.

The sound echoes. A garbage truck roars to a halt nearby. Its doors swing open. Out steps Roccos crew in sharp suits, cold eyes, each wearing a crafted token of loyalty.

The signal was lit.
It’s cleanup time.

Those entrusted with the sign of the Napoli family swear more than loyalty they bind themselves to the foundation that holds the family strong. Before the lighter is passed on, the oath is spoken:

"I stand with the Family, in shadow and in fire. I raise no hand, voice, or will against the heart that keeps us whole. I keep what must be kept, cleanse what must be cleansed, and serve what endures.
What is given to me, I hold for us; where I walk, I walk for us; what I claim, I claim in our name.
In doubt, I turn first to kin; in danger, I stand where we stand; and in all things, my steps remain known to the Family, as my hands remain open to them."

Only those who speak these words truly earn the right to carry the lighter. When sparked and sealed, it calls the crew. The truck arrives. Equipped with the finnest weapons (Automatic) .mess is handled. No hesitation.


Exert your Mind and spend two Actions performing the following ritual: Lighting the lighter and calling the crew. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon up to 5 Sapient Mafioso at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 5 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 7 dice to dodge, Grapple, or make Firearm Attacks. Their unarmed Attacks have 50 feet of range and deal +4 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 2 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

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.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • 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.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Artifacts

Movie Prop - Identification

Created and held by Jeff Todd.
"I'm gonna need to see some ID officer!" This is a classic movie identification folding book, like the FBI would have!

The spy can do up their ID to appear as any valid form of identification.


This Artifact can change its appearance. When not transformed, it is roughly the same size as a Credentials Book but can be collapsed into Headshot Photo and concealed. Collapsing or expanding it costs a Quick Action.

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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

Papa McDougall

Created and held by Faira Lenora McDougall.
A old fashioned tow truck. (I will explain later)

Left for her by her father, who she believes possesses the truck, the tow truck has been made into her livelihood and home.


This Artifact can be used as a tow truck. It is roughly the same size as a tow truck but can be collapsed into set of keys. and concealed. Collapsing or expanding it costs a Quick Action.

This tow truck has ________. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Jump: If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

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.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nice Guy complex: must make a Self control roll not to stop and help someone who has broken down.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

While Route Witches usually only listen to the road, Faira also listens to her truck.


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.

Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.

This Artifact's creator 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.

Taro Card

Created and held by Athena Rush.
Printed on the back of a Taro Card of the Sun

People tend not to believe in bad omens or bad luck, either out of fear or simple superstition. These people are incorrect. Moreover, this energy that many people relegate to being harmful can be twisted into something useful. Or, perhaps better described as something that has been purified.

This artifact looks like a card of some sort with - symbols carved into it. The user says the words,
"Come, o' spirit of Grimalkin."

In a greenish haze of mysterious mist, the card summons a black cat with a special pattern of white fur that seems deliberately painted or designed. This Cat hangs around and absorbs small amounts of "bad juju". It can be directed toward a battle scar, whereafter, it will begin to knead the flesh of its target, imbuing them with its incredible stored energy. This energy gives the body what it needs to regrow/fix the battlescar, though the Black Cat isn't capable of purging the energy once its finished and it has to come out somehow...


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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a tentacle black mass regurgitated from the target's mouth. After a few moments, it reforms to look exactly like the target except with the same battlescar that was just healed, and will attempt to immediately flee into the nearest body of water and dissappear.

  • 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.

Glasses of an Author

Created and held by Bill Hawk.
Brown reading glasses

He wears his glasses plainly on his nose while using the effect


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

You may understand and communicate to humans 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.

  • 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.

Dreamlands Travel Permit

Created and held by Minerva McAlaster.
A small, hand-sized piece of a softly glowing blue metal. It has text engraved on it, proclaiming it as a Travel Permit, signed by the Queen of Dreams, authorizing the bearer to traverse the paths of the Dreamlands

This Travel Permit bears the signature of the Queen of the Dreamlands and entitles the barer to transit via the paths there. They hold the permit close to their chest, and close their eyes, doing their best to sleep. After a minute, they - and anyone else touching them - collapse into shimmering dreamdust, forming in the Travel Plaza in the Dreamlands. Alternatively, from there, they may take any of the paths to... anywhere, really. The Dreamlands touches everything.

--------------------------
The Travel Plaza in the Dreamlands is an expansive area, consisting of a large plaza with mirrors around the outside. These mirrors reflect various things in various worlds. Above the sky looks like a large nebula, roiling with purples and reds and yellows. Around the plaza is the Chaos Sea, made of mercury that reflects the lights from above. It rolls with soft waves. The wind is sweet.

A path leads from the Plaza to a city wall in the distance. Behind it is a large castle, a shining beacon. The path is guarded by a pair of anthropomorphic men in what appear to be civil war era uniforms. They carry weapons made of light.

The castle in the distance has high walls, made of a stone that glows softly. Inside of the walls is a small city, built around the castle proper.

Notes:
Items cannot be removed from the Dreamlands without other gifts - they collapse into dreamstuff when coming out.
The Chaos Sea will consume anything placed inside its heavy waters
Leaving 'mapped areas' is very unsafe, and easily leads to being lost in a constantly shifting haze from which escape is very difficult.


Exert your Mind (unless you are leaving the Travel Plaza) and spend 2 Actions. If you are at The Travel Plaza in Minerva's Castle in the Dreamlands, you may choose a target Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc; otherwise, your target may only be The Travel Plaza in Minerva's Castle in the Dreamlands.

You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.

  • Traveling through a sense other than sight does not guarantee a safe landing; traveling purely by GPS to the top of a mountain which had been forecast to undergo volcanic activity, for example, may not be a wise move.
  • 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.