Artifacts
Artifacts are not just trinkets, but relics of the setting your Hunters are exploring. They are key pieces of the narrative. These objects can be as diverse as the worlds they come from: specialized monster hunting gear, books overflowing with arcane secrets, weapons forged in alien foundries, or crystals whispering with haunted memories. They give Hunters leverage, letting them tackle challenges in ways they never could without them... for a price.
The use of artifacts can significantly augment a Hunter's abilities, giving them an edge in combat or allowing them to perform extraordinary feats otherwise beyond their means. The specific rules governing an artifact's use are typically defined in its description, accounting for the item's unique properties and powers.
However, as the Overseer, it's crucial to remember that artifacts are powerful and can alter the balance of the game. While they can serve as fantastic rewards or crucial plot elements, their inclusion should be considered carefully. The basic balance of Obscured assumes a party without access to artifacts, so if you introduce them into your game, you may need to adjust the difficulty of the Horrors encountered accordingly.
Artifacts are not always what they seem. Some might possess a will of their own or come with unforeseen consequences. When using these potent objects, Hunters should be wary. As the old saying goes: "Never trust a talking dagger."
If an artifact improves an archetype trait or ability, decide whether it changes the function, the numbers, or both before it enters play. As a default, an artifact should add one clear benefit and one clear cost rather than stacking open-ended bonuses.
Overseer: "John, as you approach the ancient statue, weathered and draped in vines, you feel a strange energy emanating from the obsidian pendant hanging from its neck."
John: "I take the pendant. It might be useful."
Overseer: "As you remove it, the statue crumbles to dust. The pendant glows in your hand, and a spectral voice echoes in your mind, 'I have waited long enough. Open the rest of me.'"
Amy: "John, why do you always have to touch everything? Remember the talking dagger?"
John: "Oh, come on, Amy. That dagger only tried to possess me twice. Third time's the charm, right?"
Remember, artifacts are important threads in the tapestry of your world. Use them wisely and encourage your players to do the same.