Overview

Artifacts are the tech devices left over from the civilizations of the past. These are devices of a more permanent nature (unless they run out of power) with more straightforward applications—weapons, armor, utility items, and so on. Still, they are rarely straightforward in actual use. Rather than find a device that was meant to be used as a “gun,” the PCs are far more likely to find an item that was originally intended for another purpose but that has been modified (as best as Ninth World understanding can manage) and now can be used as a ranged weapon. Given the right tools and parts, some characters will be able to construct such items on their own.
Remember that artifacts are incomprehensible devices, as likely as not powered by transdimensional siphons using nanotechnology to rewrite reality on an atomic or subatomic level. Even to someone who understands a great deal about technology, most artifacts appear to be more magic than machine.
All artifacts have a level. Unlike cyphers, each has a unique form. They also have a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once. Depowered artifacts can sometimes be recharged using the repair rules. The focus Rides the Lightning and other special abilities can also repower an expended item, but probably for only one use.

FINDING, IDENTIFYING, AND USING ARTIFACTS

Artifacts are sometimes found in old ruins, either intact or in need of manipulation to get them working. They are usually found alone rather than in multiples. When the PCs come upon an area where scavenging might be possible, they can search (an Intellect action). Typically, being skilled in understanding numenera reduces the difficulty of this search. The GM sets the difficulty for the task, but it is usually 3 or 4, and scavenging can take ten minutes to an hour. The process often includes manipulating what is found to cobble together something that works. For example, the search might involve removing the artifact from a larger machine and modifying it to work on its own for the task. In this case, the artifact is already identified—finding it amid the workings of a larger device includes identification. Scavenging is not the only way to get artifacts. They can also be granted as rewards or taken from fallen foes. Sometimes they can even be bought in towns, but this occurs more rarely than most PCs would probably like. Once the characters find an artifact, identifying it is usually a separate task, also based on Intellect and modified by skill in understanding numenera.
The GM sets the difficulty of the task, but it is usually equal to the level of the artifact. It takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an Aeon Priest clave to be identified or, if desired, traded. A character can attempt to use an artifact that is not identified, but this is usually an Intellect task using the artifact’s level + 2. Failure might mean that the PC can’t figure out how to use the artifact or that they use it incorrectly (GM’s discretion). Of course, even if the character uses the unidentified artifact correctly, they will have no idea what the effect will be. Even if an artifact has been identified, using it still requires an Intellect action at least for the first use. Using an artifact is generally far more complex than pushing a button. It can involve crossing wires, pulling at mechanisms, and manipulating touchscreens with symbols that mean little to a Ninth World character.
The GM sets the difficulty of the task, but it is usually equal to the level of the artifact. Most of the time, using an artifact is one action. Unless otherwise specified in the text or suggested by logic, the action is Intellect based.

ARTIFACT QUIRKS

Artifacts often aren’t entirely what they seem. An item that functions like a weapon in the PC’s hands once might have been a part of a very different device with a very different purpose. Another artifact might be a cobbled-together mess of various parts, created by a less-than-perfect Nano or technician. Thus, sometimes artifacts don’t do what is expected, or they do something in addition to their desired function. These are artifact quirks. Quirks might be a requirement for activation. They could be side effects that happen all the time with the artifact, either continuously or each time it is activated. They might also be something that happens occasionally—for example, quirks could be a good use of GM intrusion.

LIST OF ARTIFACT QUIRKS

01–06 Activated by sound (user must hum, whistle, sing, or speak in a specific way)
07–10 Activated only in complete darkness
11–14 Activated only in direct sunlight
15–17 Activated only when user is in correct frame of mind
18–20 Activated only in a certain temperature
21–23 Activated by application or insertion of special substance (water, saliva, sand, plant matter, ice, blood, flesh, paper, synth, metal)
24–27 Creates a terrible smell
28–32 Creates annoying black smoke
33–36 Produces an oily residue
37–39 Makes a strange sound
40–42 Makes a very loud sound
43–46 Creates a bright flash
47–48 Produces a strange hologram along with the effect
49–50 Produces strange telepathic sendings along with the effect
51–54 Creates a small electric shock (no damage)
55–56 Creates a major electric shock (2 points of damage)
57–60 Gets annoyingly warm
61–62 Gets dangerously warm (2 points of damage)
63–66 Drains heat around it
67–68 Drastically drains heat around it (2 points of damage within immediate range)
69–70 Drains mental energy (2 points of Intellect damage)
71–74 Causes animals to flee from it
75–77 Attracts animals to it
78–81 Once it functions, cannot be used again for an hour while it recharges
82–85 Produces a rash or lesions on the user’s flesh
86–89 Sickens user (all tasks hindered for one minute)
90–94 Frequently breaks down (one time out of every six uses), requiring one minute of repair time
95–99 Creates any variety of strange effects due to a reality-warping nature (roll each time, taking only results that make sense)
00 Takes over user’s mind for one round; user stands still and speaks gibberish

ARTIFACTS TABLE

When giving an artifact to a character, either choose from this table or roll d100 for a random artifact.
View more Artifacts

01 Amber casement
02 Amulet of safety
03 Analyzing shield
04 Armored flesh
05 Automated cook
06–07 Battle armor
08 Battlesuit
09 Bounding boots
10 Brain bud
11 Carryall
12–13 Cellular disruptor
14–15 Chameleon cloak
16 Chiurgeon sphere
17 Cohesion stabilizer
18–19 Cypher bag
20 Dimensional armor
21–22 Disruption blade
23 Drill spear
24 Ecstasy paralyzer
25–26 Exploding arrow
27 Fearmaker
28 Fiery hellmaker
29 Filtration straw
30 Food scanner
31–32 Food tube
33 Force dome
34 Healing sword
35 Hoop staff
36–37 Hover belt
38 Hover square
39–40 Imager
41 Instant bridge
42–43 Kinetic shield
44–45 Launcher
46–47 Light spike
48 Liquid armor
49 Liquid sword
50 Living armor sheath

51 Mephitic staff
52 Metabolism bud
53 Mind imager
54 Molecular bonder
55–56 Multidimensional blade
57 Murder globe
58 Nano-needler
59–60 Needler
61–62 Nightvision goggles
63 Phasing piton
64 Plant jar
65 Poison brain implant
66 Psychic helmet
67 Psychic whistle
68–69 Recorder headband
70–71 Redlight clip
72 Remote clamp
73 Repair sphere
74 Safe corridor
75 Second skin
76–77 Shatter wand
78–79 Shock manacles
80 Skill bud
81–82 Skull blaster
83–84 Slugspitter
85 Snipewand
86–87 Stunner
88 Suspensor belt
89 Telltale glass
90 Tendril graft
91–92 Thunder cannon
93 Transdimensional ray projector
94–95 Trigger trap
96 Vuechi
97 Weapon graft
98 Windrider
99–00 Windslice blade

A SELECTION OF NINTH WORLD ARTIFACTS

AMBER CASEMENT

Level: 1d6 + 4
Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long
Effect: When activated, it solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range of the device. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.
Depletion: 1–4 in 1d6

AMULET OF SAFETY

Level: 1d6
Form: Plain metallic disk on a chain
Effect: Once the amulet is keyed to a specific numenera weapon, the weapon cannot activate to harm the wearer. The amulet’s level must be at least as high as the weapon’s level.
Depletion: —

ANALYZING SHIELD

Level: 1d6 + 1
Form: Transparent synth shield
Effect: The bearer can see through this shield, and it has a display that analyzes the best place to strike a foe viewed through it. The bearer can use points from their Intellect Pool (rather than the more typical Might or Speed) to increase the damage of their attacks by 3 additional points per level of Effort.
Depletion:

ARMORED FLESH

Level: 1d6 + 2
Form: Appears to be a collection of organic armored plates, like a carapace or very large fish scales
Effect: When placed on the wearer’s flesh, the armor grafts on permanently. It provides Armor equal to half its level (round up) but does not hinder movement or tire the wearer in any way (no Speed cost increase for applying Effort). On the contrary, the wearer’s maximum Might Pool is permanently increased by 2. However, the benefits come at a cost. Fibrous tendrils extend into the wearer’s flesh and eventually reach the spine and brain, inflicting damage in the form of 2 points of permanent maximum Intellect Pool reduction. This process takes one week. The lost points cannot be regained.
Depletion:

AUTOMATED COOK

Level: 1d6
Form: Small metal and synth cube that has metallic arms and tools
Effect: This automaton prepares food on command. It must be given raw materials (water and organic compounds), but with those it can prepare and serve a hot, nutritious, delicious meal.
Depletion: 1 in 1d100

BATTLE ARMOR

Level: 1d6 + 4
Form: Full suit of synth and steel armor, covering the entirety of the wearer’s body
Effect: This armor is far hardier yet somewhat lighter than Ninth World smithing techniques could ever manage with steel. It is heavy armor but grants an additional +2 Armor (+3 Armor if the artifact is level 9 or higher) in addition to the 3 Armor that heavy armor usually provides. Further, it is entirely sealed and has its own eternally renewed internal atmosphere, which completely protects against poison gases and allows the wearer to operate in an airless environment. The suit’s Armor rating also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).
Depletion: — (At any time, the GM can rule that the armor has sustained enough damage that the atmosphere and environmental protections cease, but the suit still functions as armor.)

BATTLESUIT

Level: 1d6 + 4
Form: Full suit of synth and steel armor, covering the entirety of the wearer’s body
Effect: This armor is far hardier yet somewhat lighter than Ninth World smithing techniques could ever manage with steel. It is heavy armor but grants an additional +3 to Armor in addition to the 3 Armor that heavy armor usually offers. Further, it is entirely sealed and has its own eternally renewed internal atmosphere, which completely protects against poison gases and allows the wearer to operate in an airless environment. The suit’s Armor rating also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage). In addition, the wearer gains +1 to their Might Edge and +5 to their Might Pool (+7 to their Might Pool if the artifact is level 9 or higher).
Depletion: — (At any time, the GM can rule that the armor has sustained enough damage that the atmosphere and environmental protections cease and the Might enhancements no longer function, but the suit still functions as armor.)

BOUNDING BOOTS

Level: 1d6 + 1
Form: Ninth World-made leather boots with small metal and synth devices worked into the sides
Effect: The boots negate gravity enough to make jumping and running easier. The boots are an asset for jumping and running (easing by two steps for one of these skills if the artifact is level 6 or higher).
Depletion:

BRAIN BUD

Level: 1d6
Form: Organic pod, almost like a small, hemispherical bit of fruit. Once grafted to a host, it takes on the appearance of the host’s flesh.
Effect: The pod grafts onto any living host (must be near the brain) and injects complex chemicals that greatly improve brain activity. This increases the host’s maximum Intellect Pool by 5 (+7 if the artifact is level 6 or higher).
Depletion:

CARRYALL

Level: 1d6
Form: Metallic chest with tracked wheels on either side
Effect: This device comes with a small module that can be worn on a belt. Rolling along on its wheels, the chest attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. The chest can come to the module from a range of up to 10 miles (16 km) away (20 miles [32 km] if the artifact is level 6 or higher). The interior of the chest is mostly hollow and can hold up to 5,000 pounds (2,300 kg). The artifact must be newly activated each day.
Depletion: 1 in 1d20

CELLULAR DISRUPTOR

Level: 1d6 + 4
Form: Small handheld device with a few simple controls
Effect: This device emits a faint short-range beam that affects only organic creatures and materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely destroyed. This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10

CHAMELEON CLOAK

Level: 1d6 + 4
Form: Very thin, lightweight, transparent cloth formed into a crude cloak
Effect: When activated, the device takes on the colors and textures of everything around the wearer for ten minutes (one hour if the artifact is level 9 or higher). This eases hiding and sneaking tasks by two steps.
Depletion: 1 in 1d100

CHIURGEON SPHERE

Level: 1d6 + 2
Form: Small, spherical automaton about 8 inches (20 cm) in diameter
Effect: This device comes with a small module that can be worn on a belt. Floating along, the automaton attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. The sphere can come to the module from a range of up to 10 miles (16 km) away. If the module is worn by an organic creature and that creature takes damage, the automaton moves to repair the damage with cellular regenerating tools that restore 1d6 – 2 points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on the part of the creature being healed. Each day, the automaton can attempt to render aid a number of times equal to its level. The artifact must be newly activated each day.
Depletion: 1 in 1d20

COHESION STABILIZER

Level: 1d6 + 4
Form: Wristband-mounted device with a few simple controls
Effect: Any attempt to affect the integrity of the wearer’s physical form by disintegrating it, encasing it, changing its phase, teleporting it, or otherwise disrupting it fails if the wearer wishes it to fail. Doing so is not an action on the wearer’s part. The artifact’s level must be equal to or higher than the effect’s level.
Depletion: 1 in 1d10

CYPHER BAG

Level: 1d6
Form: Synth bag
Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical handheld device. These cyphers do not count against a character’s limit.
Depletion: 1 in 1d20 (check each time a cypher is added to the bag)

DIMENSIONAL ARMOR

Level: 1d6 + 4
Form: Full suit of synth and steel armor, covering the entirety of the wearer’s body
Effect: This armor is far hardier yet somewhat lighter than Ninth World smithing techniques could ever manage with steel. It is heavy armor but grants an additional +2 to Armor in addition to the 3 Armor that heavy armor usually provides. Further, when activated, it shifts the wearer’s phase randomly for ten minutes (one hour if the artifact is level 9 or higher), which hinders attacks on the wearer by two steps. This shifting effect is negated by special multidimensional weapons or attacks.
Depletion: 1 in 1d10 (for the phase shifting ability, but after depletion, the suit still functions as armor)

DISRUPTION BLADE

Level: 1d6 + 1
Form: Sword or similar bladed weapon with devices affixed to the blade and hilt
Effect: This weapon functions as a normal sword (or, rarely, an axe or a cleaver). However, if the wielder uses an action to activate it, the weapon radiates a field of molecular disrupting energy for one round. During that round, if it scores a hit, it inflicts an additional 10 points of damage. If the artifact is level 6 or higher, it is an asset on the attack roll.
Depletion: 1 in 1d6

DRILL SPEAR

Level: 1d6 + 1
Form: Wooden shaft with an affixed spearhead that appears to be a metallic drill
Effect: This spear functions as a normal spear. If the wielder uses it to attack a foe, upon a successful hit the wielder decides whether to activate the weapon. Upon activation, the wielder lets go of the spear and it drills into the foe, inflicting an additional 3 points of damage (5 points if the artifact is level 6 or higher). However, the wielder then is no longer holding the spear. The drilling function works only in melee combat because activation occurs after the foe is struck.
Depletion: 1 in 1d20

ECSTASY PARALYZER

Level: 1d6 + 2
Form: Handheld device with a few controls Effect: This long-range weapon fires a beam of energy that inflicts no damage. Instead, it affects the target’s mind, filling them with such pleasure that they lose their next turn. This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d20

EXPLODING ARROW

Level: 1d6
Form: Arrow with a tiny metallic device attached to it
Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range.
Depletion: Automatic

FEARMAKER
Level: 1d6 + 2
Form: 4-foot (1 m) tall collapsible tripod with a metal cone at the top
Effect: It takes two rounds to assemble and set up this device, and then it takes an action to activate. When activated, the fearmaker affects the minds of all thinking creatures within long range in a 45-degree arc. Those affected are instilled with terror, making them drop what they’re holding and do one of the following:
Roll Action
01–50 Flee for 1d6 rounds
51–90 Cower (losing their actions) for 1d6 rounds
91–00 Faint, remaining unconscious for one minute (or until roused by vigorous action)

Depletion: 1 in 1d6

FIERY HELLMAKER

Level: 1d6 + 4
Form: 7-foot (2 m) tall collapsible metal stand with a large metal disk at the top and a control box in the center
Effect: It takes two rounds to assemble and set up this device, and then it takes an action to activate. When activated, the disk fires a barrage of fiery long-range missiles in all directions. Everyone and everything within long range suffers damage equal to the artifact level, unless they are within 3 feet (1 m) of the device and keep their heads down.
Depletion: 1 in 1d6

FILTRATION STRAW

Level: 1d6
Form: Long, narrow synth tube
Effect: Water that passes through this tube is purified. Most liquids other than water drawn through the tube come out as water (or mostly water). It neutralizes poisons, diseases, and other contaminants up to the artifact’s level.
Depletion:

FOOD SCANNER

Level: 1d6
Form: Handheld device with a number of controls and a wide dish at one end
Effect: When activated and pointed at food, this device sounds an alarm if the food has any contaminants or poisonous substances.
Depletion: 1 in 1d20

FOOD TUBE

Level: 1d6
Form: Synth tube
Effect: The device produces a grey paste that provides enough nutrition for one person for one day (two people per day if the artifact is level 5 or higher).
Depletion: 1 in 1d10

FORCE DOME

Level: 1d6 + 3
Form: 4-foot (1 m) tall collapsible tripod with a large glass globe at the top and a control box in the center
Effect: It takes two rounds to assemble and set up this device, and then it takes an action to activate. When activated, this device projects a powerful force field dome with a diameter of short range. The field is immobile, impermeable, and impenetrable until it is brought down by a force (such as a device or creature) of a higher level. Otherwise, it lasts for 28 hours, during which time it has enough air to support six humans.
Depletion: 1 in 1d20

HEALING SWORD

Level: 1d6
Form: Typical sword with an odd-looking synth hilt
Effect: The broadsword blade is a Ninth World-forged addition to the numenera hilt (which likely was not a sword hilt originally). When squeezed properly, the hilt injects a healing substance into the wielder’s body, restoring 1d6 points of any stat Pool they wish (1d6 + 2 points if the artifact is level 5 or higher). If the wielder is using the sword in battle, using the healing function does not require an action.
Depletion: 1 in 1d10 (for the healing ability, but after depletion, it still functions as a sword)

HOOP STAFF

Level: 1d6 + 3
Form: Long wooden staff with a 6-inch (15 cm) bronze hoop attached to the tip. The staff is of recent creation, but the hoop is not.
Effect: Holographic images flicker to life in the hoop, warning of danger. The images are representative of the danger in some fashion. For example, approaching enemies look like threatening, amorphous creatures, and dangerous weather might look like lightning bolts coming from a cloud. At artifact level 8 and higher, the warnings come earlier and the images more accurately represent the threat. The GM decides when and how the staff warns of danger. For inexplicable reasons, sometimes it fails to deliver a warning. (Thus, it’s all right if the GM forgets about the staff occasionally.)
Depletion: 1 in 1d100

HOVER BELT

Level: 1d6 + 1
Form: Odd-fitting metallic mesh belt that has a metal box attachment with dial controls
Effect: The wearer can float up into the air or back down again at a rate of 20 feet (6 m) per round. Using the complex controls, the wearer can move horizontally at a much slower pace (5 feet [1.5 m] per round) in a much less stable or controlled trajectory. At artifact level 6 or higher, the wearer floats twice as fast, vertically or horizontally. The belt works for ten minutes per use.
Depletion: 1 in 1d20

HOVER SQUARE

Level: 1d6
Form: Folded synth square that is 1 foot by 1 foot (30 cm by 30 cm) and unfolds into a square that is 8 feet by 8 feet (2.5 m by 2.5 m)
Effect: When unfolded and activated, this piece of synth forms a platform that moves laterally as directed by someone atop it. The platform moves up to short range in a round. It can hold up to 5,000 pounds (2,300 kg), or 8,000 pounds (3,600 kg) if the artifact is level 5 or higher.
Depletion: 1 in 1d20

IMAGER

Level: 1d6
Form: Small, rectangular handheld device with a clear synth panel
Effect: This device captures a perfect image of a nearby scene. It can store thousands of images, and any stored image can be shown on the synth panel. When the device is depleted, all stored images are lost.
Depletion: 1 in 1d100

INSTANT BRIDGE

Level: 1d6 + 1
Form: Handheld device with a few controls
Effect: This device fires a cable with a powerful magnet up to long range. When the magnet strikes a metal surface, it affixes itself, and the taut cable extends into a narrow bridge about 3 feet (1 m) wide. The device can then be affixed to another metallic surface to anchor the bridge. The bridge can support 1,000 pounds (450 kg), or 2,000 pounds (900 kg) if the artifact is level 6 or higher. When deactivated, the magnets let go and the cable retracts.
Depletion: 1 in 1d20

KINETIC SHIELD

Level: 1d6 + 1
Form: Wristband or armband with a small metallic device attached
Effect: When a physical projectile such as an arrow, a thrown knife, or a bullet-like missile comes within 4 inches (10 cm) of the wearer’s body, a powerful energy field activates automatically and attempts to slow down or deflect the projectile. The wearer’s Speed defense against such attacks is eased (eased by two steps if the artifact is level 6 or higher). If the projectile still hits the wearer, the field adds 1 to Armor against the attack.
Depletion: 1 in 1d20

LAUNCHER

Level: 1d6 + 3
Form: Metal tube with a set of winding synth tubes wrapped around it
Effect: This device launches anything about the size of a fist or smaller with great force to very long range. An inert object, such as a rock, inflicts the artifact’s level in damage. A detonation cypher (or similar explosive) can also be launched to activate on impact.
Depletion: 1 in 1d20

LIGHT SPIKE

Level: 1d6 + 2
Form: Fingerless glove of semirigid synth
Effect: When the glove is activated, a spike of solid, red-hot energy is emitted from the back of the wearer’s hand. This spike can be used as a melee weapon that inflicts damage equal to the artifact’s level. It lasts for ten minutes. If the wielder increases the spike’s power (which requires a separate action and an additional depletion roll), the damage increases by 1 point.
Depletion: 1 in 1d20

LIQUID ARMOR

Level: 1d6 + 3
Form: Adamant silk belt with two metallic cylinders attached to it
Effect: When activated, a watery liquid sprays out of the cylinders on the belt. An electric field shapes this smart fluid, causing it to form a protective shell around the wearer, not unlike full body armor. The fluid becomes immediately (but selectively) rigid when struck, providing +3 to Armor, but it has none of the penalties associated with armor. It can be used over the top of light armor, adding to its protection, but medium or heavy armor disrupts the electric field’s shaping attempts. The liquid armor lasts for four hours (six hours if the artifact is level 8 or higher) or until deactivated.
Depletion: 1 in 1d20

LIQUID SWORD

Level: 1d6 + 3
Form: Adamant silk wristband with a metallic cylinder attached to it
Effect: When activated, a watery liquid sprays out of the cylinder on the wristband. An electric field shapes this smart fluid, causing it to take the form of a broadsword. The fluid becomes immediately rigid and incredibly sharp, and it can be used as a normal sword that inflicts 1 additional point of damage. The sword lasts for four hours (six hours if the artifact is level 8 or higher) or until deactivated.
Depletion: 1 in 1d20

LIVING ARMOR SHEATH

Level: 1d6 + 1
Form: When not affixed to a creature, this looks like a mass of heavy fabric. On a creature, it looks like heavy, leathery flesh.
Effect: When worn over normal skin, this organic material adheres and conforms to the creature’s body shape. The artifact eases Might defense tasks to resist poison and disease (eases by two steps if the artifact is level 6 or higher). Further, the wearer has +2 to Armor, but the artifact has none of the penalties associated with armor. Armor can’t be worn over the living sheath because it’s too bulky.
Depletion: 1 in 1d100 (checked each day while the sheath is worn)

MEPHITIC STAFF

Level: 1d6
Form: Short metal-and-glass tube fitted onto a well-made wooden quarterstaff
Effect: When activated (which is not an action), the tip of the staff releases a concentrated, immediate-range blast of noxious fumes when it is struck against a solid creature or object. An affected creature loses its next turn to coughing and choking.
Depletion: 1 in 1d20

METABOLISM BUD

Level: 1d6
Form: Organic pod, almost like a small, hemispherical bit of fruit. Once grafted to a host, it takes on the appearance of the host’s flesh.
Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the creature’s metabolism. This increases the host’s maximum Speed Pool by 5 (by 7 if the artifact is level 5 or higher).
Depletion:

MIND IMAGER

Level: 1d6 + 2
Form: Handheld device with a synth panel screen and wires that must be affixed to the head of a creature
Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.
Depletion: 1 in 1d20

MOLECULAR BONDER

Level: 1d6 + 2
Form: Handheld device with a number of controls and a pointed end
Effect: This device fuses two objects together with a bond strength equal to its level. If flesh bonded in this way (whether to an object or to other flesh) is torn apart, it suffers damage equal to the device’s level.
Depletion: 1 in 1d6

MULTIDIMENSIONAL BLADE

Level: 1d6 + 2
Form: Short, straight bladed weapon with a large haft that has a few controls on it
Effect: When activated, the blade exists on many levels of reality at once. It inflicts damage equal to its level, and it harms creatures (such as an abykos) that can be affected only by transdimensional effects. Once activated, the blade is active for one minute.
Depletion: 1 in 1d20

MURDER GLOBE

Level: 1d6 + 3
Form: 3-foot (1 m) tall collapsible metal tripod with a large metal globe at the top. The globe has a number of holes in it, but it is not hollow.
Effect: It takes two rounds to assemble and set up this device, and then it requires an action to activate. When activated, this device does nothing for five rounds. After that, if anything larger than a mouse comes within long range of it, the globe fires a powerful projectile at that target. The projectile inflicts damage equal to the artifact level. The device can attack up to ten times per round, but it never attacks the same target more than once per round. It remains on watch for 28 hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic

NANO-NEEDLER

Level: 1d6
Form: Small handheld device with a tiny tube
Effect: This device projects a single needle—far smaller in width than a human hair—up to long range (very long range if the artifact is level 5 or higher). The needle inflicts no damage, but it can carry poison or disease, and the injection is so tiny that the victim doesn’t feel it. The needle can also penetrate (ignore) up to 4 Armor. This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10

NEEDLER

Level: 1d6
Form: Small handheld device with a tiny tube
Effect: This device projects a single needle (no damage), a spray of needles (1 point of damage), or a wide spray of needles (no damage, but it affects everyone within an immediate area)—user’s choice. In each case, the needles can affect anyone within long range (very long range if the artifact is level 5 or higher). The needles can be poisoned, in which case even those who don’t take damage must make Might defense rolls to avoid being poisoned.
This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, ignoring “rounds of ammo” costs and not requiring additional depletion rolls for using it as a rapid-fire weapon.
Depletion: 1 in 1d20

NIGHTVISION GOGGLES

Level: 1d6
Form: Pair of synth goggles with dark, protruding lenses
Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to short range (long range if the artifact is level 5 or higher).
Depletion: —

PHASING PITON

Level: 1d6
Form: Metallic spike with a single toggle stud
Effect: When activated, the piton phases and can be inserted up to 6 inches (15 cm) into almost any material. When deactivated, the piton becomes solid again and remains embedded solidly in the material. If used as a weapon (requiring one action to activate and insert, and a second action to deactivate), the piton inflicts 6 points of damage.
Depletion: 1 in 1d100

PLANT JAR

Level: 1d6
Form: Large glass or clear synth canister
Effect: A living plant placed inside this device remains alive until removed regardless of light, water, or other conditions.
Depletion:

POISON BRAIN IMPLANT

Level: 1d6 + 1
Form: Capsule
Effect: When swallowed, this implant travels to the brain and nests there. Henceforth, whenever a creature establishes contact with the user’s mind (using mental attack, telepathic communication, mind control, and so on), the creature is attacked mentally. It is stunned for one round (losing its action) and takes Intellect damage equal to the artifact’s level. This effect does not prevent the contact.
Depletion:

PSYCHIC HELMET

Level: 1d6 + 2
Form: Lightweight synth helmet
Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s mind are hindered (hindered by two steps if the artifact is level 7 or higher).
Depletion:

PSYCHIC WHISTLE

Level: 1d6 + 2
Form: Metal device 1 inch (2.5 cm) long with a
single button
Effect: When the device is activated, a whistlelike sound is heard by humans within very long range. The device doesn’t actually produce sound but instead stimulates the aural center of the human brain. It has no effect on nonhumans.
Depletion: 1 in 1d100

RECORDER HEADBAND

Level: 1d6 + 2
Form: Leather-like headband with a small device attached
Effect: This headband records everything the wearer sees as moving images that can be replayed and reviewed. It stores up to one hundred hours of images. When the device is depleted, all stored images are lost.
Depletion: 1 in 1d20 per hour of use

REDLIGHT CLIP

Level: 1
Form: Metal clip or pin easily affixed to clothing
Effect: This object flashes red when in immediate range of dangerous radiation or poisonous gas.
Depletion:

REMOTE CLAMP

Level: 1d6
Form: Metal clamp with a detachable control pad
Effect: The control pad allows someone to direct this extremely strong device to clamp and unclamp. The pad must be within very long range of the clamp to control it.
Depletion: 1 in 1d10

REPAIR SPHERE

Level: 1d6 + 2
Form: Small spherical automaton about 8 inches (20 cm) in diameter
Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools, requiring no additional materials, task rolls, or direction. This requires no action on the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The artifact must be newly activated each day.
Depletion: 1 in 1d100

SAFE CORRIDOR

Level: 1d6 + 2
Form: Two separate metal and synth capsules about the size of a human’s head, each with a large glass plate
Effect: When the device is activated, the space between the two capsules forms an invisible corridor of breathable atmosphere with a moderate temperature. It hedges out dangerous vapors, vacuum, insects, radiation, nanites, and other particulate matter. The corridor is 8 feet (2.5 m) wide and can be up to 1 mile (1.5 km) long. It must be relatively unobstructed—uneven terrain is fine, but walls, hills, and so on will block it. The corridor remains for 28 hours.
Depletion: 1 in 1d20

SECOND SKIN

Level: 1d6 + 1
Form: When not affixed to a creature, this looks like a mass of diaphanous fabric. On a creature, it is almost invisible.
Effect: When stretched over a creature’s normal skin, this organic material adheres and conforms to its body shape. While wearing the second skin, the creature has an asset in Might defense tasks to resist poison and disease (eased by two steps if the artifact is level 6 or higher).
Depletion: 1 in 1d100 (checked each day while the skin is worn)

SHATTER WAND

Level: 1d6 + 4
Form: Broad, 8-inch (20 cm) synth stick with a single button
Effect: This weapon realigns the molecular structure of a living target, in effect crystalizing the flesh. It works at long range but has no visible manifestation (no ray or projectile). The device inflicts damage equal to its level. Further, if the target is slain by the device, the target shatters, exploding in an immediate radius with crystalline shrapnel that inflicts 3 points of damage. This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d20

SHOCK MANACLES

Level: 1d6 + 1
Form: Lightweight pair of metal or synth manacles
Effect: Not only are these restraints binding, but they also inflict their level in damage whenever the wearer attempts to break free. Once active, the manacles operate for 28 hours.
Depletion: 1 in 1d20

SKILL BUD

Level: 1d6
Form: Organic pod, almost like a small, hemispherical bit of fruit. Once grafted to a host, it takes on the appearance of the host’s flesh.
Effect: This pod grafts onto any living host (must be near the brain) and injects complex chemicals that alter brain and muscle functions. This grants the host training in one (predetermined) skill, or two skills if the artifact is level 5 or higher.
Depletion:

SKULL BLASTER

Level: 1d6 + 2
Form: Headband with an attached cylinder that runs along the left side of the wearer’s head
Effect: This device emits a brilliant beam of focused light up to very long range. Targets hit by the beam take damage equal to the artifact’s level. This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d20

SLUGSPITTER

Level: 1d6 + 1
Form: Long device with a narrow metal tube
Effect: With a quiet sound like a puff of air, this device fires a tiny slug of metal up to long range (very long range if the artifact is level 6 or higher). It inflicts damage equal to the artifact’s level. This device is a rapid-fire weapon, and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1–2 in 1d100

SNIPEWAND

Level: 1d6 + 4
Form: Long handheld device with a tiny plate of glass
Effect: Sighting through the glass, the user can view targets up to 1 mile (1.5 km) away as if they were just a short distance away. The user must have a direct line of sight to the target—the device cannot penetrate barriers or go around corners. Once a target is sighted, the device can almost silently fire a tiny slug of metal at the target. The slug inflicts damage equal to the artifact’s level.
Depletion: 1 in 1d20

STUNNER

Level: 1d6
Form: Handheld device that looks like a metal sphere with a handle
Effect: When activated, this device fires a beam of energy to short range (long range if the artifact is level 6 or higher) that stuns the target for one round, making them lose their next action. This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d20

SUSPENSOR BELT

Level: 1d6 + 1
Form: Belt with a number of brass disks affixed to it
Effect: This belt negates gravity enough to make all movement easier, granting the wearer a +1 bonus to their Speed Edge. Alternatively, a grossly obese creature could wear the belt simply to function normally. The belt supports up to 300 pounds (136 kg), or 500 pounds (227 kg) if the artifact is level 6 or higher.
Depletion:

TELLTALE GLASS

Level: 1
Form: Clear drinking glass
Effect: This glass turns red if anything poisonous is put into it, even in very small quantities.
Depletion:

TENDRIL GRAFT

Level: 1d6
Form: Whip-like length of organic material similar to flesh
Effect: This graft attaches to the host’s spinal column so that it can be controlled like a limb. The host can use it like a whip (a light weapon) even if their hands are full. They can also use it like a prehensile tail that can hold their weight (assuming they are roughly human-sized) or another object. At level 6 or higher, the tendril provides an asset on attacks made with it.
Depletion:

THUNDER CANNON

Level: 1d6 + 4
Form: Large, heavy tube with a bell-shaped end and a number of controls
Effect: This massive device can barely be held or carried by a single person. When activated, it emits a 50-foot (15 m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m). Larger objects might also be toppled.
Depletion: 1 in 1d10

TRANSDIMENSIONAL RAY PROJECTOR

Level: 1d6 + 2
Form: Handheld device with a number of controls and a wide dish at one end
Effect: This long-range weapon fires a beam of energy that exists on many levels of reality at once. It inflicts damage equal to its level, and it harms creatures that can be affected only by transdimensional effects (such as an abykos). This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d20

TRIGGER TRAP

Level: 1d6
Form: Small, rather complex box of metal
sensor plates, wires, and controls
Effect: A cypher of virtually any kind can be added to this trigger device to turn it into a trap. First, the cypher is added to the device (an Intellect task with a difficulty of 4), and then various wires and plates are affixed permanently to something—a nearby surface, door, hinge, and so on. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as a detonation, a ray emitter, or a similar device.
The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the artifact, and so on. The higher the level of the device, the more sophisticated the trigger. For example, a level 4 artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
Depletion: Automatic

VUECHI

Level: 1d6 + 1
Form: 4-inch (10 cm) silver sphere that hovers in the air
Effect: Once activated, this device follows within 3 feet (1 m) of the user and attacks anyone or anything within immediate range that attacks them. A vuechi attacks with a burst of electricity (up to immediate range) that deals damage equal to the artifact level. Once activated, it functions for 28 hours.
Depletion: 1 in 1d20

WEAPON GRAFT

Level: 1d6
Form: Blade, spiked ball, or hammer-like object made of hard, chitinous material or metal, with a sleeve of softer, fleshy material
Effect: This organic graft fits over a hand or empty stump and affixes to the flesh of the host. The physical bond provides an asset to attacks with the grafted weapon. This is a medium weapon that inflicts 4 points of damage (6 points if the artifact is level 5 or higher).
Depletion:

WINDRIDER

Level: 1d6 + 1
Form: 8-foot (2.5 m) long metallic wing
Effect: This is a vehicle that can be ridden by someone who makes a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips, it can move up to 80 miles (130 km) per hour, or 100 miles (160 km) per hour if the artifact is level 6 or higher.
Depletion: 1–2 in 1d100; check on activation but no more than once per day

WINDSLICE BLADE

Level: 1d6 + 1
Form: Medium-length sword
Effect: This sword is made from a material so durable and dense that the edge is sharper and lasts far longer than Ninth World smithing techniques could ever manage with steel. The blade inflicts 1 additional point of damage (2 points if the artifact is level 6 or higher). Its name comes from the idea that it can slice even the wind in half.
Depletion: