The spray can releases a rainbow mist that coats you in a translucent, glittery purple substance that's incredibly hard to destroy. It resembles rubber (pliable and flexible) so it allows you a full range of motion. This armour can be taken off, though it has to be reapplied using the ArCANis Spray Can.
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?
You gain the following benefits as long as you are wearing this Artifact.
You have 3 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.
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: Self-Awareness: The armour looks quite goofy on you. When anyone comments on your appearance or you see a mirror, roll Self-Control to avoid lashing out at them (or to avoid breaking the mirror). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Sept. 22, 2024, 8:45 p.m. - Revision Cost: 1. Removed Enhancement: Immaterial, Added Drawback: Focus
This rugged book comprised of damaged leather and pristine white blank pages, with a polaroid stapled to the front, feels rough to the touch yet warm, and the pages feel clean no matter the environment
The book seems to be of magical origin, perhaps even cursed
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
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: Whispers of the Lost. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
His father and his father before him, proud Christians of the lord. He continues and pays it forward with his rage toward the Unsanitary and Uncleansed and to those who dare hate the lord, with the help of his faith and pure love of doing what he believes is right he has much righteous determination, Virtue, and the will to not stop despite everything trying to stop him. With his faith and rage he believes nothing can stop him and it has become true. His Focus is the Cross that has been passed down the Lineage of his family, able to channel his ability as it is quite an antique for it is an old Jerusalem Cross Necklace, his family were always known for being hot heads in the heat of battle.
You gain the following benefits at all times. You must actively and obviously be using Necklace of a Jerusalem Cross to gain the benefits of this Effect.
Your Body and Mind Penalties are reduced to 0.
Gloria’s mutation and training in guns together increases her marksmanship
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Alister Has reformatted his body to allow for precise calculated moment while wielding his firearms. when he shoots he uses the configurable nature of his body to squat and stretch his torso and limbs to allow for impossible shots.
You gain the following benefits as long as engaged in combat with Assault rifle.
+2 dice to all Assault rifle rolls.
You also gain the following effects:
Hearst puts his faith in Qzotl, and gains improved reaction time in return.
You gain the following benefits as long as you have your amulet of Qzotl.
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).
Possession of this Power grants the following Trauma at all times: kleptomania.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects: