The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action or Reaction and use up this Leather Bound Notebook With Mysterious Writing.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The druid has now been blessed by nature to transform into any animal to help in stewarding. Consuming the fruit will allow the user to transform into an animal of choice temporarily, giving them it's abilities.
Use up this Mini golden apple (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You transform into Gorilla or any region-appropriate large animal for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
the user ingests the consumable, creating a small vapour from their bodies as the affliction within the user is safely excreted from their body. A clump of cells writhe and wriggle inside the user as well as the outer layer of their throat, expelling the toxins.
Spend 1 minute and use up this pill. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A clump of cells writhe and wriggle inside the user as well as the outer layer of their throat, expelling the toxins.
Astraeus conjures the marble through his palm, which experiences searing pain. To use, the target must ingest the marble, after which they feel a comforting warmth as their ailment dissipates.
After being inflicted with cancer during a contract, the gift Astraeus obtained from that contract gave him the ability to create a cure for diseases and poisons.
Spend 1 minute and use up this glowing white-yellow marble. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects. Your patient is required to abstain from knowingly eating meat and becoming intoxicated for the next month. If they violate this rule, your treatment is immediately reversed.
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Use up this ________ and spend an Action to activate.
You automatically detect all ________ within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
Even while this Effect is not active, if any ________ come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
A small, cloth-wrapped bomb weighing that can be thrown or attached to an arrow shaft. The cloth is red and is fastened shut with a short length of twine. When it hits a target, it immediately detonates, affecting a shockingly large area for such a small package.
Spend an Action and use up this bomb. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll 7 dice Difficulty 6, dice penalties do not apply. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways: