The gem appears as a normal gem, and will not seem very valuable when examined.
Use up this Gem (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate.
You can move at two times your normal movement speed for the next minute.
Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.
A rusted metallic right leg, with green accents along the shin and calf resembling that of veins. An opening along the calf muscle allows for insertion of an alcoholic beverage. When inserted, the green accents along the leg glow a vibrant neon colour, returning to their dim counterpart when the alcoholic fuel is fully depleted.
Exert your Mind (unless you win a coin flip) and spend a Free Action. You must use up alcohol in order to activate this Effect.
You can run at four times your normal movement speed for the next hour.
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.
The user glides through the air as if they were flowing through rushing water, allowing them to move and act at an unnaturally fast rate. The teeth of the artifact similarly levitate and trail behind the user's movements as if they were being pulled underwater. When accelerating, the air around the user ripples like a bullet piercing water.
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.
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.
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).
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
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: Vengeful: You don't let insults or attacks to your person go easily. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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 Sparkman’s legs themselves seems to become like lightning, striking at the ground in record time. It’s hard to tell if it’s because of training or because of some greater power… but the sparks don’t lie.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
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.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Possession of this Power grants the following Trauma at all times: Strike Twice: Anytime you are in a winning state of power imbalance (Such as incapacitating an individual, succeeding at getting revenge, arresting/restraining someone, etc.) roll self-control not to take advantage of the situation and give them the LAPD special (Police brutality).
Winding the hands of the dial forward, the user accelerates their personal flow of time to move at extreme speeds. During activation, the user's voice becomes distorted and glitched-- echoing over itself as they repeat an extended series of chants to themselves, oaths of their duties toward the timeline.
Exert your Mind and spend two Actions performing the following ritual: winding the dial's hand forward and chanting. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Lasts 1 hour. 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.
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).
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.
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).
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.
Lasts 1 minute. 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.