Who am I but the embodiment of Elvis Presley? Star kissed by the universe to become the soles that carry the King to their next Gig, wearing this is not just an honour, it's a promise to keep his beautiful soul alive! While he may be gone, his spirit shall forever live on on the feet of those who love the sound of music.
Some have tried to uncover why these dancing shoes even do this? Well, that's a question that only the King can answer; and sadly they are quite unintelligible.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Complusion to Pose like Elvis after every statement and Sleeping Diet: Instead of eating when hungry, roll a self-control in order not to take sleeping pills instead, gaining penalties involved. If no Sleeping Pills are available, it becomes a Self-Control roll not to overeat to a point of becoming Exhausted for 1 hour. If neither are available, you take a point of Mind damage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
While the AI resides within the A-Rax suit, the spinal column containment servers glow blue with excess energy that the AI sheds when it is not overclocking.
You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into this Artifact.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
If you are broken, you cannot take any Actions until you are repaired.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
Your passive Powers affect anyone who wields you.
Isaac has learned to use his ice skates in almost any situation to move along as though he were on ice.
You gain the following benefits at all times. You must actively and obviously be using ice skates to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
At one time, Amaryllis's arms were normal, unscarred, and white as a dove. She would wrestle with her brothers, surrounded by soft and fluffy couches, plug protected outlets, and edge protected tables. They were safe, mostly, until one gave another a shallow scratch with their fingernail. From even a single scrape, the children would ruin rugs and throw pillows as the Fleischer Family Curse took its toll, forcing them to make a sizable plasma donation to the house. They all knew the risks, of course, they had the band-aids and medical bandages on hand to stop the bleeding. They continued their roughhousing beyond earshot of their parents...
Amaryllis's mother, Dahlia, knew the truth of their family's curse. She understood that time was running short as Sorin had already passed away years before. She and her husband studied the occult, making a fortune by reading futures, holding seances, and investigating hauntings. The greatest ritual they ever developed was one to break their curse. She knew Amaryllis, the first-born, would need to be saved first, as soon as possible, before she followed Death to meet her husband.
Something was not right, Amaryllis had passed out early in the bloodletting phase of the ritual. She struggled against her bindings and exasperated the new cuts on her wrists. The long gashes and otherworldly lettering on her arms wept until they went blue. Dahlia completed the runes and smeared a circle in blood around her daughter before realizing that the ritual was faulty. She then realized that her baby girl was on Death's door. She rushed Amaryllis to the hospital in heavy bandages, but her body would refuse to close her wounds. Dahlia would die a year later, consumed by the knowledge that the ritual failed.
She was wrong.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Eric has become so pumped full of different kinds of drugs, painkillers and stimulants that he no longer is phased by the limitations of his mind and body.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Stimulant Abuse.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.