Nickolai's legs muscles have been replaced with powerful mechanical counterparts, allowing him to reach inhuman speeds.
Exert your Mind and spend an Action to activate.
You can run at four times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
- June 15, 2022, 6:59 p.m. - Major Revision Cost: 1. Added Drawback: Blur, Removed Drawback: Draining
Allister has retrofitted an old Forge apron hes found into an ultimate assistant for his creative endeavors. while wearing this apron and preforming a task that requires speed, the apron will sprout an innumerous amount thin metal spider like limbs to assist with the task at hand speeding up the task. these limbs also assist in thrusting Allister forward when hes attempting to maneuver.
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 increased by 25 feet.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
small slipper like shoes with winds at the ankles
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 quadrupled.
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 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 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 250 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) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
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.
It's a hobo running at you at insane speeds with a knife in his hands. What do you expect to happen?
You gain the following benefits as long as I am wearing the ring. You must actively and obviously be using a knife to gain the benefits of this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Catalytic speeds up when at Peak Energy, able to accelerate fast..and hit hard.
This Effect activates whenever you enter Peak Energy. It does not require an Action or Exertion. This Effect cannot be used unless you are in your powered-up state and you are at Peak Energy. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 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 250 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) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
While using this Effect, you are immune to collision damage, and any roll made to target you is made at +2 Difficulty.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
the sneakers push out blue flames from their propulsion tools, allowing a sort of frictionless surface between the shoes and the ground, allowing the user to propel faster than usual in it. During an all out sprint, his jets begin to propel a blue stream.
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 doubled.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
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.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).