TEXT: TM and ©2016 Monte Cook Games, LLC
  To print your Artifact Deck, set your 
  double-sided printer to short-edge 
  binding and print on a cardstock 
  material. Then, with a sharp utility knife 
  and straight edge, use the crop marks as 
  guides to trim the cards apart.
  If you don’t have a double-sided printer, 
  print the pages individually and then 
  glue them back-to-back with a thin, even 
  coat of adhesive. Before glueing, hold the 
  back-to-back sheets up to a light source 
  to ensure they are lining up correctly.
  The gutters between the cards give you a 
  little bit of leeway if the two sides do not 
  line up exactly.
  
  Writer/Designer: Bruce R. Cordell
  Creative Director: Monte Cook
  Graphic Designer: Bear Weiter 
  Editor/Proofreader: Ray Vallese
  © 2016 Monte Cook Games, LLC 
  NUMENERA and its logo are trademarks of Monte Cook 
  Games, LLC in the U.S.A. and other countries. All Monte Cook 
  Games characters and character names, and the distinctive 
  likenesses thereof, are trademarks of Monte Cook Games, LLC. 
  TM and ©2016 Monte Cook Games, LLC
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  TM and ©2016 Monte Cook Games, LLC
  Jon Hygom Gislason - gislason19@hotmail.com - 180651
  
  TM and ©2016 Monte Cook Games, LLC
  BUBBLE CASTER
  Level: 1d6 + 1
  Form: Metallic staff
  Effect: Creates a bubble around 
  the user and creatures within 
  immediate range. It’s filled with 
  breathable, nutritious fluid that 
  sustains occupants for up to 
  seven days in most extreme 
  environments, including space. 
  Depletion: 1 in 1d20
  WAR PLATING
  Level: 1d6 
  Form: Collection of metallic sheets 
  Effect: User is completely covered in 
  a sheen of bronze-colored armor, 
  adding Armor equal to the artifact’s 
  level for ten minutes.
  Depletion: 1 in 1d10
  BREATH RECYCLER
  Level: 1d6
  Form: Face mask
  Effect: Provides breathable air for a 
  human or any similar creature who 
  wears the device.
  Depletion: 1 in 1d100 (check each day)
  EXTREME SUIT
  Level: 1d6 
  Form: Metallic suit fitted for a human
  Effect: Serves as light armor and 
  protects the wearer from the 
  temperatures and pressures of 
  extreme environments, including 
  space and deep beneath the sea. 
  Also allows the wearer to operate as 
  if under normal Earth gravity if so 
  desired.
  Depletion: 1 in 1d100 (check each day)
  REACTIVE WINGS
  Level: 1d6
  Form: Handheld cube
  Effect: Scans the user and surrounding 
  medium (air, water, space, and 
  so on), then infects the user with 
  a swarm of nanites that rapidly 
  constructs fleshy attachments (such 
  as wings or fins) that persist for 
  one hour. The attachments increase 
  the user’s movement by a short 
  distance each round within the 
  current medium, or provide a new 
  method of movement (climbing, 
  flying, swimming, and so on) at the 
  user’s standard rate of movement.
  Depletion: 1 in 1d10
  Concept by Darcy L. Ross
  FLAYING KEY
  Level: 1d6 + 4
  Form: Thin synth card 
  Effect: Touched target’s skin disappears 
  and artifact adheres to the target, 
  moving the target one step down 
  the damage track. While skin is 
  absent, the difficulty of any task 
  related to curing the target’s disease, 
  ameliorating poison, mending 
  broken bones, or other radical 
  healing of the target requiring 
  surgery is reduced by two steps. The 
  target’s skin returns when the key 
  is removed, moving the target one 
  step up the damage track.
  Depletion: 1 in 1d10
  Concept by James August Walls
  NERVE DISRUPTOR
  Level: 3 
  Form: Rod that sparks with static 
  discharge
  Effect: Inflicts 1 point of Speed 
  damage (ignores Armor) and 
  increases the difficulty of the 
  target’s physical actions by one step 
  until the lost point is restored. 
  Depletion: 1 in 1d10
  NODE INTERFACE
  Level: 1d6 + 3 
  Form: Metallic device worn on head
  Effect: Wearer has an asset when 
  attempting to understand and 
  operate any kind of instantaneous 
  teleportation or transdimensional 
  access device. 
  Depletion: —
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  STATIC FORCE EMITTER
  Level: 1d6 + 1 
  Form: Handheld device
  Effect: Long-range static force blast 
  inflicts damage equal to the 
  artifact’s level on the primary target 
  and one additional target within 
  immediate range of it.
  Depletion: 1 in 1d20
  ENVIROSUIT
  Level: 1d6 
  Form: Metallic suit fitted for a human
  Effect: Wearer can survive in vacuum, 
  breathing atmosphere recycled by 
  the suit.
  Depletion: 1 in 1d20 (check per day 
  of use)
  HELPER DRONE
  Level: 1d6 + 1 
  Form: Metallic spheres, the largest 
  slightly larger than a human fist
  Effect: Follows the user, flying up to a 
  short distance each round. Provides 
  aid in the form of knowledge (voice 
  activated), surveillance, potential 
  communication with other devices, 
  and offense (once every other 
  round, the drone can fire a short-
  range energy beam that inflicts 
  damage equal to its level).
  Depletion: 1 in 1d100 (check per day 
  of use)
  AUTOMATON ARM
  Level: 1d6 + 2 
  Form: Armlike device of synth and 
  crystal
  Effect: Serves as an effective 
  prosthetic, replacing the user’s 
  normal human arm. The automaton 
  arm has 5 Armor against damage 
  specifically targeting it. Wearer 
  can draw on the arm’s reserves to 
  reduce the difficulty of one arm-
  related physical task by two steps.
  Depletion: 1 in 1d20 (check per use 
  of arm’s reserves; upon depletion, 
  wearer can still use the arm as a 
  prosthetic)
  STORM STAFF
  Level: 5 
  Form: Long metallic rod
  Effect: Serves as a medium melee 
  weapon that inflicts 3 additional 
  points of damage from an electric 
  shock. The item can also be used 
  at short range, projecting bolts of 
  red lightning that inflict 5 points of 
  damage on a single target.
  Depletion: 1 in 1d10 (check per ranged 
  attack)
  ELECTRIC ARMOR
  Level: 4 
  Form: Armband
  Effect: For one hour, a scintillating 
  aura of energy gives the wearer 
  +1 to Armor and lets her deal 1 
  additional point of damage in melee 
  from the ever-building charge. 
  Creatures that directly touch the 
  wearer suffer 1 point of damage as 
  well.
  Depletion: 1 in 1d20
  SERVOGLOVES
  Level: 3 
  Form: Two gauntlets, one of which 
  must be worn
  Effect: Unworn glove animates for one 
  minute and acts as an extra hand. 
  The animate hand provides an asset 
  on noncombat physical tasks that 
  involve the user’s hands, such as 
  climbing, grasping, opening, and 
  so on. The user can also direct the 
  hand to act independently within 
  immediate range.
  Depletion: 1 in 1d10
  GRAVITY BOOTS
  Level: 1d6
  Form: Boots
  Effect: Wearer can walk on any solid 
  surface, including walls, ceilings, 
  and other objects, as if that surface 
  were the ground. She can also use 
  an action to jump between two 
  locations within a long distance of 
  each other with no harm from the 
  impact upon landing.
  Depletion: 1 in 1d20 (check per jump)
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  SOLO SUBMERSIBLE
  Level: 1d6 + 3
  Form: Small vehicle suited to 
  underwater travel
  Effect: Sustains one human-sized pilot 
  for up to a week before it needs to 
  surface. The submersible moves 
  a long distance underwater each 
  round, up to 100 miles (160 km) 
  per day. The pilot can control an 
  external mechanical arm. Use the 
  artifact’s level, not the pilot’s level, 
  to determine what the arm can do.
  Depletion: 1-2 in 1d100 (check per day 
  of use)
  LIFE ROD
  Level: 1d6 + 2
  Form: Rod that is partially alive
  Effect: If the rod is touched to a 
  character, she regains 10 points in 
  one Pool, gains the ability to see in 
  the dark and in silty water as if in 
  bright light within short range, and, 
  if elderly, is reduced in apparent age 
  by ten years.
  Depletion: 1 in 1d20
  SPEARGUN
  Level: 1d6 + 2
  Form: Handheld device with spearlike 
  protrusion
  Effect: Fires a self-propelled 
  envenomed spear at a target within 
  long range through airy or aqueous 
  environments. The difficulty of 
  hitting a target is decreased by one 
  step. Struck targets move one step 
  down the damage track.
  Depletion: 1 in 1d10
  ERADICATOR
  Level: 1d6 + 2
  Form: Human-sized automaton that 
  is partially alive
  Effect: Animates and homes in on a 
  creature identified by a possession, 
  hair, or memento of the artifact’s 
  level or less. The eradicator moves 
  a long distance each round, up to 
  100 miles (160 km) per day. Upon 
  discovering the target creature, 
  the eradicator detonates, inflicting 
  damage equal to its level to the 
  target and all creatures within 
  immediate range.
  Depletion: Automatic
  ORACLE NODE
  Level: 1d6 + 2
  Form: Handheld device of golden 
  crystal shards surrounding viewing 
  cavity
  Effect: Telepathically transmits one 
  random fact about a person, object, 
  or location that is pertinent to the 
  topic designated by the user. The 
  oracle node usually connects to the 
  datasphere to get its answers.
  Depletion: 1 in 1d20
  VOID SUIT
  Level: 1d6 + 2
  Form: Flexible synth suit fitted for a 
  human
  Effect: Wearer can survive in vacuum, 
  breathing atmosphere recycled 
  by the suit. In addition, she can 
  accelerate or decelerate in any 
  direction at a rate of a long distance 
  each round in zero gravity or 
  microgravity.
  Depletion: 1 in 1d20 (check per day 
  of use)
  CARAPACE ANTENNAE
  Level: 1d6 + 2
  Form: Matching metal and synth 
  rodlike devices
  Effect: When this semi-living machine 
  antennae is fitted to the head of 
  a creature (difficulty 3 Intellect 
  task), the wearer has an asset to any 
  task related to sensing things at a 
  distance, including ranged attacks.
  Depletion: 1 in 1d20 (check per use)
  BEACON SENSOR
  Level: 8
  Form: Immobile device with many 
  controls
  Effect: Detects a navigation beacon 
  (which most artificial structures in 
  the void have) within an interstellar 
  range. Once the sensor detects a 
  beacon, the user may be able to 
  glean a bit of information about the 
  location (a difficulty 8 task). If the 
  sensor is located on an interstellar 
  vessel, the craft can be guided to 
  the source of the beacon.
  Depletion: 1-2 in 1d100
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  TM and ©2016 Monte Cook Games, LLC
  CYPHER RAY GAUNTLET
  Level: 1d6 + 1
  Form: Metallic glove
  Effect: The energy of a held cypher is 
  drained, destroying the cypher. The 
  drained energy can be immediately 
  emitted as a ray of focused light 
  targeting a creature within long 
  range that inflicts damage equal to 
  the drained cypher’s level.
  Depletion: 1 in 1d20
  REBREATHER
  Level: 1d6
  Form: Metallic helmet with clear 
  faceplate and connected synth 
  backpack
  Effect: Wearer from the surface can 
  breathe underwater like a native 
  creature. The rebreather offers 
  some protection against the high 
  pressure of moderately deep water 
  but is not suited for dives into the 
  deepest parts of the sea.
  Depletion: 1 in 1d6 (check per hour 
  of use)
  MOH TRANSFUSION: GILLS
  Level: 6
  Form: Fluid-filled container connected 
  to injection needle
  Effect: Recipient gains gills permanently. 
  The transfusion takes six hours, 
  during which time the recipient 
  cannot act. The gills bestow the 
  ability to breathe underwater.
  Depletion: Automatic
  MOH TRANSFUSION: 
  OIL GLAND
  Level: 6
  Form: Fluid-filled container connected 
  to injection needle
  Effect: Recipient gains subcutaneous 
  oil glands permanently. The 
  transfusion takes six hours, during 
  which time the recipient cannot act. 
  The oil glands grant an asset to any 
  Speed defense action underwater.
  Depletion: Automatic
  BURSTER
  Level: 1d6 + 4
  Form: Pair of metallic and synth spheres 
  connected with a curved grip
  Effect: Affects a target within short 
  range, causing a terrible rent 
  to burst in its flesh. Against a 
  nonliving target, it likewise tears 
  matter apart, expanding the space 
  between the existing portions. The 
  potential victim makes a Might 
  defense roll. On a success, nothing 
  occurs. On a failure, the victim 
  sustains damage equal to the 
  artifact’s level.
  Depletion: 1 in 1d20
  POLAR TOUCH
  Level: 1d6 + 3
  Form: Rod cold to the touch
  Effect: Inflicts extreme cold damage 
  equal to the artifact’s level to a 
  struck target. Use of the polar 
  touch underwater freezes the water 
  around the target, and targets who 
  fail a Might defense roll are also 
  hindered for one round, increasing 
  the difficulty of all physical actions 
  by one step.
  Depletion: 1 in 1d20
  BOILING ROD
  Level: 1d6 + 3
  Form: Rod hot to the touch
  Effect: Inflicts damage equal to the 
  artifact’s level to a struck target. 
  Use of the boiling rod underwater 
  creates a cloud of steamy bubbles 
  that obscures vision like fog. The 
  steamy bubbles persist for one 
  round after each use.
  Depletion: 1 in 1d20
  DEVOTEE
  Level: 6
  Form: Cylinder with two handgrips 
  with a few controls
  Effect: This multiuse device can serve 
  as a medium ranged weapon, a 
  source of bright light within short 
  range, and a power source for 
  another device, all at the same time.
  Depletion: 1 in 1d20
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  NANO NORMALIZER
  Level: 1d6
  Form: Spear with controls along shaft
  Effect: Fires a projectile at a target 
  within long range. A bolt that hits 
  its target suppresses all advantages 
  (and disadvantages) of active 
  nanomachines in the target for 
  one minute. If the target is of the 
  nano character type, she loses her 
  abilities for the duration.
  Depletion: 1 in 1d10
  AUTHORITY HELM
  Level: 1d6 + 1
  Form: Metallic helm
  Effect: Provides breathable air for a 
  human or any similar creature, and 
  provides an asset to the wearer’s 
  perception and persuasion tasks. In 
  addition, the wearer can convince 
  a touched target that the wearer 
  is an ally. If successful, the target 
  treats the wearer as an ally for 
  one minute.
  Depletion: 1 in 1d10 (check per use of 
  allying ability)
  MIND CRYSTAL
  Level: 1d6 + 2
  Form: Collection of fused crystals 
  slightly larger than a human
  Effect: Scans the user (or a target 
  within short range) and transfers 
  her mind into the crystal, 
  leaving the body in a mindless 
  coma. The crystal can store the 
  consciousnesses of thousands. 
  Those outside can telepathically 
  communicate with stored minds, 
  overcoming any potential language 
  barrier. Someone outside can 
  transfer a specific mind out of the 
  crystal if a suitable mindless body 
  is provided.
  Depletion: 1 in 1d100 (check per mind 
  transfer)
  MOBILE SENSOR
  Level: 1d6 + 1
  Form: Floating device with a leash
  Effect: Floats about 5 feet (2 m) above 
  the ground and can be pulled along 
  by the user. At any time, the user 
  can create an immobile, invisible 
  sensor within immediate range 
  that lasts for 28 hours. During that 
  period, she can use the floating 
  device to see, hear, and smell 
  through the invisible sensor, no 
  matter how far she moves from it. 
  The sensor doesn’t grant sensory 
  capabilities beyond the norm. 
  Depletion: 1 in 1d20
  HARD WATER FILM
  Level: 1d6
  Form: Synth belt
  Effect: A film of hard yet flowing 
  water forms smoothly around 
  the wearer’s skin and equipment, 
  adding Armor equal to the artifact’s 
  level for one hour.
  Depletion: 1 in 1d20
  GRAVITY ARMOR
  Level: 1d6 + 3
  Form: Collection of crystal sheets
  Effect: Wearer is immune to extreme 
  gravity effects and can pass through 
  frozen time or similar stasis 
  effects, though doing so reduces 
  the wearer’s movement to an 
  immediate distance each round, 
  and increases the difficulty of any 
  task requiring Speed by one step.
  Depletion: 1 in 1d20 (check per day 
  worn)
  CRYSTAL INJECTOR
  Level: 1d6
  Form: Handheld device with needle
  Effect: Recipient’s blood is oxygenated 
  for five to six hours. The initial 
  injection is accompanied by 
  symptoms of nausea but followed 
  by a great sense of euphoria, 
  which can be addicting. User with 
  oxygenated blood can operate 
  underwater (or other places without 
  access to good air) for the duration.
  Depletion: 1 in 1d6
  SCULION
  Level: 1d6
  Form: Face mask that is partially alive
  Effect: Wearer can breathe underwater. 
  Most creatures forced to rely on a 
  sculion find that it doesn’t make 
  quite enough air for comfort; the 
  difficulty of the wearer’s Might- and 
  Speed-based rolls, including attacks 
  and defenses, is increased by one 
  step.
  Depletion: 1 in 1d6
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  GRAVITY FIST
  Level: 1d6 + 1
  Form: Gauntlet with some controls
  Effect: Wearer can make melee attacks 
  with the gauntlet that inflict damage 
  equal to the artifact’s level. A struck 
  target is pulled prone by intense 
  gravity and held in place until it 
  can escape.
  Depletion: 1 in 1d20
  BLUE VOYAGER
  Level: 1d6 + 2
  Form: Small vehicle suited to aerial 
  travel
  Effect: Vehicle with room for one 
  human-sized pilot flies up to a 
  long distance each round, up to 
  100 miles (160 km) in a day. The 
  pilot can also initiate a transfer 
  to another dimension or level 
  of reality, but only if she knows 
  that the destination exists; the 
  GM decides if she has enough 
  information to confirm its existence 
  and what level of difficulty is needed 
  to reach it.
  Depletion: 1 in 1d20
  SPIDER CASTER
  Level: 1d6
  Form: Clear tank containing a 
  spiderlike creature suspended 
  in fluid
  Effect: Produces a duplicate of the 
  spiderlike creature in the tank. The 
  duplicate appears next to the user. 
  The duplicate creature’s level is 
  equal to the artifact’s level, and it 
  persists for up to one minute before 
  fading. The creature follows the 
  user, and if she concentrates on it 
  as her action, it will attack a target 
  she specifies. The creature’s bite 
  injects poison that inflicts 3 points 
  of Speed damage (ignores Armor) if 
  a target fails a Might defense roll.
  Depletion: 1 in 1d20
  EMERALD STAFF
  Level: 1d6 + 3
  Form: Staff with controls on it
  Effect: Wielder can attack up to four 
  foes at long range with a single 
  action, inflicting energy damage 
  equal to the artifact’s level, or attack 
  a single foe at 500 feet (150 m), 
  inflicting energy damage equal to 
  twice the artifact’s level.
  Depletion: 1 in 1d10
  WATER GLOVES
  Level: 1d6
  Form: Matched gauntlets 
  Effect: Wearer can shape water within 
  immediate range into a free-
  standing (or hovering) shape that 
  can fit within a 10-foot (3 m) cube. 
  The shaped water remains fluid, 
  flowing back to the shape imparted 
  by the wearer even in the face of 
  prodding and poking. The imparted 
  shape persists until the wearer 
  changes it to something else (which 
  she can do as part of another 
  action) or for up to an hour after 
  she leaves the shaped water behind.
  Depletion: 1 in 1d20
  MOBILE DOMICILE
  Level: 1d6 + 1
  Form: Metallic backpack
  Effect: Unfolds over the course of 
  three rounds, forming a synth dome 
  35 feet (11 m) in diameter. The 
  interior is furnished and stocked 
  with enough supplies to feed and 
  outfit a small group for one day. 
  The domicile persists for one day or 
  until the user instructs it to fold up. 
  Creatures and foreign objects still 
  inside at that time could be ejected 
  or stored in stasis until the next 
  time the domicile is unfolded.
  Depletion: 1 in 1d20
  COLD HELM
  Level: 1d6 + 2
  Form: Face mask 
  Effect: Wearer has +10 to Armor 
  specifically against cold. In addition, 
  she can attack a target within long 
  range with a ray that drains heat, 
  inflicting damage equal to the 
  artifact’s level.
  Depletion: 1 in 1d20 (check per attack)
  MIND STRUT
  Level: 1d6
  Form: Palm-sized synth and metallic 
  disc 
  Effect: Extends nanowires and clamps 
  firmly to the side of the wearer’s 
  head, providing Armor equal to 
  the artifact’s level against Intellect 
  damage. In addition, the wearer has 
  an asset to one Intellect-based task 
  encoded in the artifact.
  Depletion: 1 in 1d20 (check each time 
  the Armor protects against Intellect 
  damage)
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  TM and ©2016 Monte Cook Games, LLC
  WATCHFUL AUTOMATON
  Level: 1d6 + 3
  Form: Hovering automaton half the 
  size of a human
  Effect: Follows the user who activates 
  it, moving up to a short distance 
  each round. It automatically scans 
  its surroundings within a short 
  radius, looking for danger, traps, 
  and hidden creatures. If it detects 
  any such threat, it informs the user 
  with a series of clicks and blinking 
  lights. The artifact must be newly 
  activated each day.
  Depletion: 1 in 1d20
  MIND EXPANDER
  Level: 1d6 + 3
  Form: Immobile device with human-
  sized cavity and many controls
  Effect: During a one-hour treatment in 
  a mind-expander station, the user 
  remains comatose. Afterward, she 
  gains enhanced mental capacities 
  for 28 hours. While enhanced, she 
  can pose up to three questions 
  to the datasphere and get simple 
  answers, can telepathically talk to 
  creatures within short range, adds 
  1 to her Intellect Edge, and has 
  +1 to Armor against effects that 
  specifically damage her Intellect.
  Depletion: 1 in 1d10
  POWER TATTOO
  Level: 1d6
  Form: Coil of slender glowing synth 
  fiber
  Effect: Appears as a tattoo composed 
  of glowing lines across the user’s 
  skin when worn. The tattoo can 
  power a device whose level is equal 
  to the artifact’s level. In addition, 
  the user can repower a spent 
  cypher and gain another use of it, 
  which significantly diminishes the 
  illumination produced by the tattoo 
  for one hour.
  Depletion: 1 in 1d6 (check per cypher 
  repowered)
  SCANNER
  Level: 1d6 + 1
  Form: Fist-sized automaton
  Effect: Rides on the user’s person 
  but can move up to an immediate 
  distance each round. It can use the 
  Scan ability (Numenera corebook, 
  page 36) and verbally relay the 
  results to the user.
  Depletion: 1 in 1d10
  SPLINTER SWORD
  Level: 1d6 + 2 
  Form: Sword with controls on hilt
  Effect: Functions as a normal sword. 
  However, if activated (an action), 
  it produces metallic splinters that 
  hover along the blade’s length for 
  one minute. During that period, the 
  wielder can project one splinter per 
  round at targets within long range, 
  inflicting 10 points of damage. 
  Alternatively, she can attack 
  normally; a struck target takes 4 
  additional points of damage.
  Depletion: 1 in 1d10
  CLAW WINGS
  Level: 1d6 + 1
  Form: Winglike synth device
  Effect: Attaching the device to a user’s 
  back inflicts 2 points of damage to 
  the user. Once attached, the claw 
  wings provide an asset to any flying-
  related task (but do not grant the 
  ability to fly). In addition, the user 
  becomes practiced in extending 
  and animating the wings to make 
  unarmed attacks. The attached 
  wings are a medium weapon. 
  Depletion: —
  DIMENSION BLAZER
  Level: 1d6 + 2
  Form: Handheld device with angular 
  loop projection of semi-solid energy
  Effect: Functions as a normal ranged 
  weapon that fires a beam of 
  disrupting energy at a target within 
  long range. However, the wielder can 
  also make a special attack that sends 
  a target within long range back to its 
  home dimension or to a dimension 
  the user knows to exist. Targets that 
  are successfully shunted appear in 
  the new dimension at a location 
  chosen by the GM and are stunned 
  for one minute, losing their turns 
  during that time.
  Depletion: 1 in 1d20 (check per use of 
  dimension-shunting attack)
  FLYING STARS
  Level: 1d6 + 2
  Form: Collection of fist-sized synth 
  devices
  Effect: Artifact components deploy 
  in a formation around the user, 
  generating a spherical field of 
  energy for up to one hour. While 
  the field is active and stars remain 
  deployed, the user can fly a long 
  distance each round and has 
  +2 to Armor.
  Depletion: 1 in 1d20
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  ELECTRIC SWORD
  Level: 1d6 + 1
  Form: Sword hilt with controls
  Effect: Produces a sword-shaped 
  electrical discharge, which can 
  be used as a medium sword that 
  ignores Armor. It also inflicts 2 
  additional points of damage to 
  automatons and powered objects. 
  The sword lasts for one minute or 
  until deactivated.
  Depletion: 1 in 1d100
  NANO SHAPING GLOVES
  Level: 1d6
  Form: Silvery matched gauntlets 
  connected by cord to synth belt
  Effect: Wearer gains access to the 
  nano abilities Onslaught (Numenera 
  corebook, page 35), Hover (page 
  37), and Sensor (page 37) for one 
  hour. A wearer who is already a 
  nano can temporarily choose any 
  nano ability of up to tier 3 and use it 
  for one minute.
  Depletion: 1 in 1d20
  CHRONOCOAT
  Level: 1d6 + 2
  Form: Stiff coat woven of synth and 
  crystal filaments
  Effect: Wearer skips forward in time 
  one round, one minute, or one 
  hour. For her, no time seems 
  to pass. For everyone else, she 
  disappears, then reappears in the 
  same spot after the specified period 
  elapses.
  Depletion: 1 in 1d20
  SCORPION DAGGER
  Level: 1d6 + 1
  Form: Blade with an animate synth 
  projection containing a stinger
  Effect: Functions as a normal light 
  blade. However, if activated (an 
  action), it injects the wielder with 
  a toxic, mind-altering venom 
  (inflicting 3 points of Intellect 
  damage that ignores Armor). For 
  the next minute, the wielder has 
  limited clairvoyance, reducing the 
  difficulty of her attacks (with the 
  dagger or otherwise) by two steps.
  Depletion: 1 in 1d20
  ENERGY LANTERN
  Level: 1d6 + 3
  Form: Immobile device glowing with 
  energy
  Effect: User is transformed into an 
  immaterial energy construct for up 
  to one hour, during which time he 
  can’t affect or be affected by normal 
  matter or energy, except as follows. 
  He can attack a target within long 
  range, inflicting transdimensional 
  energy damage equal to the 
  artifact’s level; the attack returns the 
  user to normal.
  Depletion: 1 in 1d10
  PSYCHIC SHIELD
  Level: 1d6 + 1
  Form: Head-worn device consisting of 
  several projecting tubes
  Effect: When a psychic attack is made 
  against the wearer, a protective 
  field activates. The difficulty of her 
  Intellect defense roll against the 
  attack is modified by one step in 
  her favor. If the attack still hits the 
  wearer and inflicts damage, the 
  field grants her +2 to Armor 
  against the attack (even if Armor 
  normally wouldn’t protect against 
  that attack).
  Depletion: 1 in 1d20
  SPLENDID THRONE
  Level: 1d6 + 1
  Form: Handheld device with a single 
  control
  Effect: Unfolds to form a much larger 
  immobile throne that persists for up 
  to ten minutes. A character seated 
  on the throne has an asset on all 
  interaction tasks and can attempt 
  to read the surface thoughts of a 
  target within short range.
  Depletion: 1 in 1d20
  BLOODRAGE CROSSBOW
  Level: 1d6 + 1
  Form: Crossbow with controls
  Effect: Functions as a normal 
  crossbow. However, if activated (an 
  action), it drains energy from the 
  wielder (inflicting 1 point of damage 
  that ignores Armor) and charges 
  the bolt with energy for one round. 
  During that round, if the bolt hits a 
  target, it inflicts 10 additional points 
  of damage.
  Depletion: 1 in 1d20
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  MESSENGER
  Level: 1d6 + 2
  Form: Palm-sized automaton with wings
  Effect: Animates and seeks out a 
  named creature of the artifact’s 
  level or less, flying a long distance 
  each round, up to 200 miles (320 
  km) per day. Upon discovering 
  the target creature, the messenger 
  delivers a verbal message or a small 
  parcel, then returns to the user. 
  Alternatively, the messenger can 
  spy on a named creature for up to 
  one day, after which it returns to the 
  user to deliver a verbal report.
  Depletion: 1 in 1d20 (check per 
  message or report delivered)
  AMBUSHER
  Level: 1d6 + 1
  Form: Palm-sized automaton
  Effect: Animates and seeks out a 
  named creature of the artifact’s level 
  or less, scuttling a short distance 
  each round, up to 50 miles (80 
  km) per day. Upon discovering the 
  target creature, the ambusher spies 
  on it for up to one day, after which 
  it returns to the user to play back 
  a visual report. Alternatively, the 
  device can attack the target from 
  ambush. Each successful attack 
  inflicts 4 points of Speed damage 
  (ignores Armor) due to poison.
  Depletion: 1 in 1d20 (check per spy 
  report delivered or target attacked)
  SUBMARINE
  Level: 1d6 + 4
  Form: Massive vehicle suited for 
  underwater travel
  Effect: Requires a crew of ten to twenty, 
  and can carry as many as thirty more 
  people or a lot of cargo. It can sustain 
  all passengers for up to a month 
  before it needs to surface. Submarines 
  fire underwater missiles or torpedoes 
  up to 1 mile (1.5 km) that explode in 
  a long radius, inflicting damage equal 
  to the submarine’s level. A submarine 
  has 1d10 + 4 such torpedoes. A 
  submarine moves a long distance 
  underwater each round, up to 200 
  miles (320 km) in a day.
  Depletion: 1 in 1d100 (check per day 
  of use)
  SONIC HANDLE
  Level: 1d6 + 1
  Form: Handheld device
  Effect: Emits a ray of destructive 
  sound at a target within short 
  range, inflicting damage equal 
  to the artifact’s level that ignores 
  Armor. Alternatively, the device 
  can allow the user to interact 
  with objects at short range, as if 
  standing next to them, via tuned 
  sound waves. The interaction can 
  be tuned for delicate work such 
  as picking a lock or unscrewing a 
  bolt, or simply for opening a door, 
  breaking an object, or moving an 
  object an immediate distance.
  Depletion: 1 in 1d20
  CHRONOLAPSE
  Level: 1d6 + 2
  Form: Small vehicle suited to aerial 
  travel
  Effect: Vehicle with room for one 
  human-sized pilot flies up to a long 
  distance each round, up to 100 
  miles (160 km) in a day. The pilot 
  can also initiate a temporal transfer 
  backward three days in time.
  Depletion: 1 in 1d10 (check per day 
  of use)
  NULL FIELD GENERATOR
  Level: 1d6 + 3
  Form: Metallic pole on a base with 
  controls
  Effect: For one hour, the device 
  broadcasts a field that inactivates 
  cyphers, artifacts, and similar 
  devices within short range that have 
  a level less than the artifact’s level.
  Depletion: 1 in 1d10
  BODY SHUNT
  Level: 1d6 + 2
  Form: Immobile device with 
  connected human-sized canister 
  Effect: User takes 1 point of damage 
  from a pricking needle and 
  insertion of cranial nanofibers. 
  Blood from the needle is directed to 
  the body shunt’s pod, which grows 
  a duplicate of the user over the 
  course of one hour. The duplicate 
  remains unconscious and inactive 
  in the pod until the user dies, at 
  which time her mind is transmitted 
  to the duplicate, who wakes up.
  Depletion: Immediate
  INSTIGATOR
  Level: 1d6
  Form: Automaton one quarter the size 
  of a human
  Effect: Follows the user, moving up 
  to a short distance each round. 
  Upon command, it precedes 
  the user into an unexplored area 
  within long range and attacks all 
  creatures it finds there for up to one 
  minute, until it is destroyed, or until 
  it destroys all creatures in the target 
  area. The instigator attacks with 
  a short-range projectile weapon 
  that inflicts damage equal to the 
  artifact’s level. The instigator has 1 
  Armor.
  Depletion: 1 in 1d20 (check per day 
  of use)
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  ENERGY TALONS
  Level: 1d6 + 1
  Form: Slender metallic gauntlets with 
  protruding, razor-sharp tips
  Effect: Attached talons increase the 
  difficulty of all tasks requiring 
  fine manual dexterity (like picking 
  locks) by one step. Once attached, 
  the talons can only be removed 
  surgically. The wielder is practiced 
  in making unarmed attacks with 
  the talons, which are considered a 
  medium weapon. Once per minute, 
  the wielder can inflict additional 
  energy damage equal to the 
  artifact’s level on a successful attack 
  with the talons.
  Depletion: —
  SINGULARITY MINE
  Level: 1d6 + 3
  Form: Fist-sized silvery sphere 
  Effect: Once set, the mine detonates 
  after a specified amount of time, 
  creating a singularity that lasts for 
  one day. It draws all creatures and 
  objects within short range that fail a 
  Might defense roll toward it so they 
  end up next to it. In subsequent 
  rounds, those who fail additional 
  Might defense rolls are drawn into 
  the singularity (at least partially) 
  and take 30 points of damage. 
  Characters who die from this 
  damage are destroyed. When the 
  singularity collapses, the original 
  fist-sized artifact reforms.
  Depletion: 1-2 in 1d6
  TRANSDIMENSIONAL 
  DETECTOR
  Level: 1d6 + 1
  Form: Handheld device composed of 
  connected nested metallic discs
  Effect: Upon activation, the device 
  begins to spin and hover. In 
  subsequent rounds, it moves toward 
  the nearest transdimensional gate, 
  access point, or weakness in the 
  dimensional fabric of reality, moving 
  up to a short distance each round. 
  When it finds its target, the artifact 
  serves as an asset to the user for 
  understanding how to use the 
  gate, access point, or weakness in 
  spacetime to travel into an alternate 
  dimension.
  Depletion: 1 in 1d6
  EXTRA EYE
  Level: 1d6
  Form: Disembodied eye constructed 
  of synth
  Effect: Orbits the user’s head and 
  serves as an asset for all perception 
  tasks. While the artifact is active, 
  the user cannot be surprised or 
  ambushed.
  Depletion: 1 in 1d20 (check per 
  surprise or ambush foiled)
  VOID GLIDER
  Level: 1d6 + 4
  Form: Medium-sized vehicle suited for 
  travel in space
  Effect: Requires a crew of two to 
  four, and can carry up to 10 more 
  people or some cargo. It can sustain 
  passengers for up to three months 
  before it needs to return to a planet 
  with a breathable atmosphere. 
  Void gliders fire 1d6 + 2 subspace 
  missiles at targets within 10 miles 
  (16 km) that explode in a long 
  radius, inflicting the glider’s level in 
  damage. It can travel to locations 
  known to the pilot within a solar 
  system in a few days, or between 
  known distant interstellar locations 
  in about a month.
  Depletion: 1 in 1d100 (check per day 
  of use)
  SUMMONER
  Level: 1d6 + 2
  Form: Immobile device with many 
  controls 
  Effect: Summons the nearest creature 
  of the artifact’s level or less 
  identified by a possession, hair, 
  or similar memento. Alternatively, 
  it can be used to summon a 
  specific individual. In either case, 
  the summoned target is under no 
  obligation to obey the user and 
  might be upset at being kidnapped.
  Depletion: 1 in 1d20
  TELEPATHIC INTERLOCUTOR
  Level: 1d6
  Form: Palm-sized automaton
  Effect: Rides on the user’s person 
  but can move up to an immediate 
  distance each round. It creates a 
  field that allows all creatures within 
  immediate range to communicate 
  telepathically with each other.
  Depletion: 1 in 1d100 (check per day 
  of use)
  BIO-STABILIZER
  Level: 1d6 + 1
  Form: Harness sized for a human with 
  some controls
  Effect: Wearer gains +1 to Armor and 
  has an asset on Might defense 
  tasks. In addition, the wearer can 
  choose to ignore the effects of 
  becoming impaired or debilitated, 
  and even ignore the effects of death 
  for a limited time.
  Depletion: 1 in 1d10 (check per 
  round during which wearer would 
  otherwise be impaired, debilitated, 
  or dead)
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  HEAT NODE
  Level: 1d6 + 1
  Form: Tiny sphere with no obvious 
  controls
  Effect: Generates enough warmth 
  in an otherwise freezing 
  environment to sustain creatures 
  within immediate range for one 
  hour. Alternatively, it bursts into 
  flame for one hour, which inflicts 
  damage equal to the artifact’s level 
  to creatures and objects within 
  immediate range.
  Depletion: 1 in 1d20
  Concept by Jim Nabors
  CYPHER CUBE
  Level: 1d6 + 2
  Form: Metallic container large enough 
  to hold a handheld device 
  Effect: Stores one cypher (no larger than 
  a handheld device) per artifact level 
  in a transdimensional space. Cypher 
  does not count against a character’s 
  limit. The transdimensional space 
  is linked to other, similar cubes, so 
  sometimes cyphers stored in the 
  cube are lost; however, cyphers stored 
  by other creatures in other cubes take 
  the place of the lost ones.
  Depletion: 1 in 1d6 (check each time a 
  cypher is removed; if the cube would 
  be depleted, the original cypher is lost 
  and a random cypher is gained, and 
  the cube is not depleted)
  Concept by Carsten Rundsten
  SAPPHIRE SIYRREN
  Level: 1d6 + 1
  Form: Fist-sized sphere with no 
  obvious controls
  Effect: User can attack all creatures 
  and objects in an immediate radius 
  within long range with high-pitched 
  sound. Affected creatures are dazed 
  for one round, and the difficulty of 
  their tasks is increased by one step. 
  If the artifact is used in or within 
  immediate range of water, targets 
  are dazed for one minute instead of 
  one round and suffer damage equal 
  to the artifact’s level.
  Depletion: 1 in 1d10
  Concept by Dale Ahvakana
  ULULATOR
  Level: 1d6 + 4
  Form: Metallic ring with connected 
  handle and controls
  Effect: When the user sings into this 
  device, the noise is transformed 
  into a narrow beam of force that 
  inflicts damage equal to the 
  artifact’s level on a target within 
  short range.
  Depletion: 1 in 1d20
  Concept by Jonathan Cassie
  CHRONOBOARD
  Level: 1d6
  Form: Hovering board large enough 
  for a human to stand on
  Effect: Moves up to a short distance 
  each round. Upon command, the 
  chronoboard allows a user standing 
  on it to gaze up to one hour into 
  the past.
  Depletion: 1 in 1d20
  Concept by Matt Chapman
  ENVIROFIELD GENERATOR
  Level: 1d6
  Form: Metallic torc
  Effect: Creates an intangible field 
  around the wearer for 28 hours that 
  protects against the temperatures 
  and pressures of extreme 
  environments, including space and 
  deep beneath the sea. The field 
  also provides breathable air to the 
  wearer and +10 to Armor against 
  damage from acid and poison.
  Depletion: 1 in 1d20
  Concept by Alex Draconis
  EGO BAND
  Level: 1d6
  Form: Metallic bracelet
  Effect: Bonds to the wearer until 
  depleted, giving her limited control 
  over her own body and mind. When 
  activated (an action), it grants her 
  an asset on a specified task or 
  defense roll for one round. 
  Depletion: 1 in 1d20
  Concept by Jesper Enbom
  EXOWOMB
  Level: 1d6 + 1
  Form: Egg-shaped device the size of 
  a human
  Effect: Mixes the traits of one or more 
  willing creatures to form a growing 
  fetus in a protected inner cavity. The 
  exowomb has Armor equal to the 
  artifact’s level. It follows the user (or 
  a designated character), flying up 
  to a long distance each round. After 
  five months, the exowomb opens to 
  reveal a healthy newborn child.
  Depletion: Automatic
  Concept by Hunter Crawford
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  VIGOR MASK
  Level: 1d6 + 1
  Form: Form-fitting head and face 
  mask
  Effect: Increases the difficulty of the 
  wearer’s perception tasks by one 
  step. If activated (an action), it also 
  releases chemicals that decrease 
  the difficulty of one task chosen 
  by the wearer by two steps for 
  one minute.
  Depletion: 1 in 1d20
  Concept by Matthew Wang
  FACULTAS
  Level: 1d6 + 2
  Form: Handheld device with controls
  Effect: Bearer who concentrates 
  on the artifact for one round 
  receives a dizzying blur of possible 
  potential futures glimpsed from 
  parallel dimensions. If she makes 
  a difficulty 1 Intellect roll, she has 
  an asset on all noncombat tasks for 
  one minute.
  Depletion: 1 in 1d20
  Concept by James Herbert
  MOH TRANSFUSION: FINS
  Level: 6
  Form: Fluid-filled container connected 
  to injection needle
  Effect: Recipient gains fins 
  permanently. The transfusion 
  takes six hours, during which 
  time the recipient cannot act. 
  The fins grant the user double 
  movement speed in water.
  Depletion: Automatic
  TRANSIT SPHERE
  Level: 1d6 + 1
  Form: Glove and sphere of semi-rigid 
  synth and metal
  Effect: A user who wears the glove is 
  practiced in throwing the sphere up 
  to a long distance (and thus could 
  use it as a light ranged weapon). 
  When the device is activated, the 
  wearer is transferred to a location 
  within immediate range of the 
  sphere, wherever it is.
  Depletion: 1 in 1d20 (check per 
  instantaneous transfer)
  Concept by Dain Stevens
  OCTOID ENHANCER
  Level: 1d6 + 2
  Form: Organic nodule that is partially 
  alive 
  Effect: Injects the wearer with 
  chemicals that restore a number of 
  points equal to the artifact’s level to 
  one Pool. When the wearer sleeps, 
  he dreams of hunting deep beneath 
  the waves in a body that has 
  tentacles rather than normal limbs.
  Depletion: 1 in 1d20
  Concept by George Brereton
  REMOTE HAND
  Level: 1d6 + 1
  Form: Bracerlike device with controls
  Effect: While wearing the device, the 
  user can twist and remove her own 
  hand along a seam on the device 
  without harm. Her detached hand 
  continues to function as if still 
  connected to her normally. She can 
  feel what the detached hand feels, 
  but if it’s out of sight, the difficulty 
  of any active task involving the 
  hand is increased by two steps. 
  Reattaching the hand is as simple 
  as twisting it back into place.
  Depletion: 1 in 1d100 (check per day 
  of detachment)
  Concept by Jeremy Kear
  TRANSDIMENSIONAL 
  EMANATOR
  Level: 1d6 + 1
  Form: Bracerlike device with many 
  controls
  Effect: Projects a transdimensional 
  energy beam at a target within 
  long range, inflicting damage equal 
  to the artifact’s level that ignores 
  Armor. The user can also key in a 
  sequence to create a glimmering 
  force shield that grants him +3 to 
  Armor for one minute.
  Depletion: 1 in 1d20
  Concept by Barrett Dixon
  MATTER GENERATOR
  Level: 1d6 + 3
  Form: Handheld device with several 
  metallic antennae 
  Effect: Creates an object of temporary 
  matter within immediate range 
  that can fit in a 10-foot (3 m) 
  cube and persists for thirty days. 
  Simple shapes are easy to create, 
  but the user must have detailed 
  knowledge, plans, or other assets 
  to create complex objects, such as 
  functioning items (or component 
  pieces) of high technology. Created 
  objects have a level equal to the 
  artifact’s level and weigh a fraction 
  of what a normal object would.
  Depletion: 1 in 1d10
  Concept by Henk Birkholz
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  TRANSLATION TORC
  Level: 1d6 + 1
  Form: Metallic torc
  Effect: For one hour, the user can 
  understand and speak fluently the 
  language of a target creature within 
  short range. The user also gains the 
  matching dialect, which provides 
  an asset on interaction tasks she 
  attempts involving a native speaker 
  of the language.
  Depletion: 1 in 1d20
  Concept by Brian Hickey
  PHASE EMANATOR
  Level: 1d6 + 2
  Form: Handheld device with controls
  Effect: Projects a transdimensional 
  energy beam at a solid surface or 
  wall within long range, making 
  it permeable for ten minutes. 
  Creatures, objects, or attacks 
  can move through it (but not see 
  through it). The surface or wall is 
  not otherwise affected.
  Depletion: 1 in 1d6
  REVELATION GLASS
  Level: 1d6
  Form: Device fitted to be worn on a 
  human-sized head
  Effect: For one hour, the wearer can 
  perceive creatures and objects that 
  are normally invisible or out of 
  phase.
  Depletion: 1 in 1d20
  MIND SPIKER
  Level: 1d6
  Form: Handheld device with controls
  Effect: Projects a tiny synth needle 
  at a target within short range. A 
  living creature struck by the attack 
  is stunned for one round, losing its 
  next turn. In addition, the creature’s 
  intelligence is radically amplified 
  for 28 hours. Nonintelligent 
  creatures gain intelligence equal 
  to a human’s. Already-intelligent 
  creatures find the difficulty of 
  all noncombat Intellect tasks 
  decreased by three steps.
  Depletion: 1 in 1d6
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SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Supplements/Decks/Artifact Deck.pdf