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?
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 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. 23, 2024, 1:45 a.m. - Revision Cost: 1. Removed Enhancement: Immaterial, Added Drawback: Focus
A cold blue-green glow pulses faintly within your bones, flickering like dying embers in the dark. When you move, the light shifts and flows through your joints like spectral fire, casting unnatural shadows. The air around you hums with an eerie presence—distant whispers coil at the edge of perception, restless and filled with sorrow. They are the voices of the lost, fragments of lives that ended long before yours began. Whether they seek to guide you or drag you down with them, you do not yet know.
You gain the following benefits at all times.
You are permanently and visibly transformed: Skeleton. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Skeleton atair (Disfigured).
Possession of this Power grants the following Trauma at all times: The dream of the Dead (Nightmares).
The Severity of any Injury caused by Holy forged Weapons or Holy Magic is increased by 2.
No outward physical effect other than those already associated with Pull the Strings of Reality.
Manifested after some of the ancient reality-warper's power leaked out of the artifact and increased its combat power
You gain the following benefits as long as you only use it with Weapons controlled by your telekinesis, you are wearing this Artifact, and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Through the stomach and under the ribcage, straight into the heart. "You've been poked by me, fool." Another falls and I keep battling, focused on the efficiency and glorious brutality of my task.
You gain the following benefits as long as you are engaged in combat with thrusting swords.
+2 dice to all rolls with thrusting swords. You may Defend against firearm attacks from any range using thrusting swords.
You also gain the following effects:
When an effect tries to influence the user's mind, spirits whisper reassurance in their ear or directly take the brunt of the attack.
You gain the following benefits at all times.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
You are a greedy one, aren't you? Taking upon yourself this curse which rots at the very soul... Fine, fight through hardship like a deadman. You might just become one.
...and you just might.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Stress from Injuries acts as a dice bonus instead of penalty.
Possession of this Power grants the following Battle Scar: Concussive Trama.
Possession of this Power grants the following Trauma at all times: Kleptomania.
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 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 beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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.