Spray-On Armour It all started with untied shoelaces

4
Requires Novice
This Artifact grants you grants you protection against attacks.
Used by Delphyrion Arcanis, Created by Cryst0lline.

Delphyrion's spray can releases a rainbow mist that coats this artifact in a translucent, glittery purple substance that's incredibly hard to destroy. It resembles rubber (pliable and flexible) so it allows a full range of motion. As long as this artifact is in your possession, the armour spreads to you as well.

On source material:
Cloudy with a Chance of Meatballs has always been a classic. The shoes Flint Lockwood had seemed to be made of some elastic biopolymer adhesive that stuck to his feet until it wore off a few days later. At first he was pretty disappointed by it, but Delphyrion was interested in how Flint couldn't destroy it at all.

On applications:
It is actually quite useful as sealant for plumbing and other repairs. Actually, Delphyrion derived the substance from Flex Seal, which was used for roofs. Since it would be stationary with this usage, unlike how a person would constantly move around, it takes a while for the spray to wear off. Delphyrion has tested it out on a number of equipment and it has almost always been successful. That is, until he tried using it to fix his glassware. Those kept exploding no matter what they were used for.

On rainbow spray:
It was actually an accident that the spray ended up being rainbow-coloured; they didn't expect it to be anything like the movie, but Delphyrion's very satisfied with it. It just gives the armour a nice sheen, like the psychedelic colours on the surface of an oil spill. Also, it's gay.

On clothing:
Wear your clothes. Literally, this is not an alternative for clothing. This stuff is translucent so chances are that people can actually see what's underneath. If you're really brave (and not afraid of indecency charges) it'd generally look like you're wearing a skintight jumpsuit. Or, like, spray it on top of your clothes.

On the spray can:
It's just a regular spray can with a label on it. Also, Delphyrion's last name is Arcanis. Hence, ArCANis, get it?

Delphyrion's original artifact description:
ArCANis Spray Can - Just a spray can with a colourful label. What's important is Delphyrion's addition to the contents: a rubbery substance that sprays out in a rainbow mist.


You gain the following benefits as long as you are wearing this Artifact.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.

Revision purchased with:
Improvement from running To Russia With Love spent on improving power: Spray-On Armour    (since refunded)
Improvement from running Stardeath spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Improvement from running Stardeath spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Revision purchased with:
Improvement from running The Vermilion Manor spent on improving power: Spray-On Armour    (since refunded)
Gift from playing in Babysitting spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Revision purchased with:
Revision purchased with:
Improvement from running Don't Look Up spent on improving power: Spray-On Armour    (since refunded)
Improvement from running The Vermilion Manor spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Improvement from running Don't Look Up spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Improvement from running Don't Look Up spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:
Improvement from running The Vermilion Manor spent on improving power: Spray-On Armour    (since refunded)
Revision purchased with:

Community Passive Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: Gills on neck / chest.. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2, your Dexterity is increased by 2, and your Charisma is increased by 2.

While in the ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You may make a +2 Weapon Damage high-pressure water-machinegun spit (Assault Rifle; Dex + Athletics) attack without additional equipment.

Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

Possession of this Power grants the following Battle Scar: (Disfiguring) Hydrotrothe (he can't spell it): You need water & moisture, alot, like alot of it alot of the time. ((Any time you are talking or otherwise spotlighting a scene; you must drink atleast a pint of water. You are at +3 Difficulty to resist any water-deprivation or Exposure against water deprivation.. If you ever fail an Exposure roll against water-deprivation, you take a Severity 1 Injury or similar.), Concussive Neuropathy: Intellect rolls take twice as long (minimum of two Actions) and you receive a -2 dice penalty to all Initiative rolls., Always Wet: You are always wet, like perpetually wet, any rolls made to detect you or otherwise find you are made at -2 Difficulty as a water-trail / the smell of your sweat is pungent & obivous., and (Disfigured) Dive Ears (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.).

Possession of this Power grants the following Trauma at all times: Delusions of Grandeur, Seasavior: You must roll Self Control to ever harm, through inaction or action, sea or marine life (even though you regularly consume them)., and Delusions of Invincibility: You wholly believe yourself to be invincible, roll Self Control to ever back out of a life-threatening risk.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Mechanoid combat form. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.

No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time.

Your body provides you with the functionality of repair system. If used to attack, these "tools" use the same stats as a small knife.

You may make a +2 Weapon Damage arm mounted vibro blade attack without additional equipment.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

You cannot speak any coherent verbal language and must resort to other means of communication.

You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

The Severity of any Injury caused by electricity surpassing 1000v is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Perfect Reflexes: You receive +5 dice to all initiative rolls.
  • Split Second: You may Dodge or Defend against surprise attacks.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This advanced mutation, a gift from the very edge of human potential, represents the ultimate blend of scientific achievement and natural evolution. It symbolizes the transcendence of conventional mortality and physical limitations, with the mutant's body becoming a living testament to resilience and adaptability.

You gain the following benefits at all times.

You are permanently and visibly transformed: Human-like mutant. You are considered to be a Sapient, Non-Living being when targeted..

No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time.

Your appendages can reach an additional 30 feet.

You can squeeze through any cracks and passageways a cat would be able to.

Possession of this Power grants the following Battle Scar: weak stomach.

The Severity of any Injury caused by electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You may stretch or retract your limbs once per Round on your Initiative.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are wearing this Artifact.

Your Stress from Injuries and Mind Damage is reduced to 0.

If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

Stock Passive Gifts

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.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 90 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.