Artifacts


The following is a list of seemingly miraculous sample items and artifacts from across the galaxy. These items are generally not available for purchase. GMs are encouraged to come up with their own artifacts and wondrous items, or modify the samples to create exotic treasure for the player characters.

Amber Casement

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

Gravity Pearl

Level: 1d6+2
Form: A small, blue, marble, humming quietly with power.
Effect: The gravity pearl is a miraculous congrav device slows and softens any fall. The owner does not sustain any damage from a fall, no matter how high. They could literally jump a ship from orbit and land softly.
Depletion: automatic

Kirian Kinetic Power Gauntlets

Level: 1d6+4
Form: These large alien gauntlets are used for hand-to-hand attacks. They crackle with with electricity when donned.
Effect: Kirian gauntlets deliver heavy weapon damage and the target must succeed at a Might defense verses the artifact level to remain conscious.
Depletion: 1 in 1d20

Medigel

Level: 1d6+2
Form: This red gel comes in a translucent tube and seems to move and quiver on its own. As it is consumed it seems to replenish as if growing… or not. It’s difficult to tell.
Effect: Medigel instantly grants 2d6 points of recovery when ingested for internal injuries or spread on external injuries.
Depletion: 1 in 1d10

Metabolism Bud

Level: 1d6
Form: An organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host’s flesh grows over the pod until it is only a lump
Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the creature’s metabolism. This permanently raises the host’s Speed Pool maximum by 5 points.
Depletion:
© Monte Cook Games

Mind Imager

Level: 1d6 + 2
Form: A handheld device with a plastic 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
© Monte Cook Games

Mind Salve

Level: 1d6
Form: This blue liquid comes in a vial and shimmers with a mysterious internal light. The vial never seems to empty.
Effect: Mind salve restores 1d6 Intellect points per level when ingested.
Depletion: 1 in 1d10

Psiblade

Level: 1d6
Form:A sturdy but ornate ancient sword hilt covered in ancient alien hieroglyphs. When the wielder activates a contact a translucent ethereal blade of psi-energy flashes to life.
Effect: The psionic blade of the sword ignores Armor and does heavy weapon damage.
Depletion: 1 in 1d100

Psychic Crystal

Level: 1d6 + 4
Form: A violet crystal the size of a fist
Effect: The crystal allows the user to transmit his thoughts telepathically at an interstellar distance. Even at that range, communication is instantaneous. Each use allows about a minute’s worth of communication, and the communication is entirely one way (so having two crystals would be handy).
Depletion: 1 in 1d10
© Monte Cook Games

Repair Sphere

Level: 1d6 + 2
Form: A small spherical automaton about 20 cm (8 inches) 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 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 machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated each day.
Depletion: 1 in 1d100
© Monte Cook Games

War Mind Armor

Level: 1d6+4
Form: An artifact of a forgotten humanoid alien species, this scant, lightweight armor is self-sizing if donned. It beckons the wearer to activate it. Once activated it comes to life, projecting shimmering psi-energy infused deflector field “plates” around the wearer.
Effect: War mind armor acts as heavy armor +1 and adds +1 to all melee weapon damage, but with no Armor penalty to Speed.
Depletion: 3 in 1d100