Virtual Armor Like regular armor, but neon!

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This Artifact grants you the power to create a protective barrier.
Used by Wren, Created by MiniDemon.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see panels move apart and Wren rips an item out of herself, cords and oil spilling from her chest cavity..You must use this Artifact obviously when activating this Effect.)

Panels pull apart from her chest as she reaches in, crudely ripping something from herself. Oil spills onto the floor as she shoves thick cords back into her cavity before the panels close once more. The thick, grey disc in her hands drips oil as she chooses a target to slap it on. Once the item is placed on the target, a neon purple outline coats them in an opaque armor.


Expend a point of Battery and spend an Action. Roll Brawn + Alertness at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see panels move apart and Wren rips an item out of herself, cords and oil spilling from her chest cavity..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Artifact Crafting Gifts

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

You no longer require any food, water, or sleep in order to survive.

Spend an Action. Select a target within arm's reach. This Effect cannot be used unless you are disguising an object. Choose an illusion to generate, which can be no larger than a briefcase.

The chosen illusion is generated at your target, and it will remain in place for the next 3 Rounds or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

Any illusion made to disguise an Object as a different Object with a similar size and shape last a minimum of one day and can only be broken by a scientific analysis, investigative Effects, or witnessing the object being used in an inconsistent way.

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

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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.

This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into an origami spring and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.

You also gain the following effects:

  • Extend-o-blade: This melee weapon may extend up to 50 feet for a single Attack, Defense, or Clash. Retracting back into its usable size is a Quick Action.

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

Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.

Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • 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.

Named after the Black Rabbit of Inlé.

The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.

This is an up-armoured version and licensed for domestic use only.

Expend a point of Battery and spend an Action.

Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +4 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 6 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.