When the figurine is held and the chant is said the warrior appears in a flash of light
Use up this Figurine and spend at least two Actions performing the following ritual: Holding the figurine close to your face while saying the phrase "I summon you to my aid" to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single warrior at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Blowing this whistle causes a shrill sound the reverberates through the bones of all near. Those not designated are repelled forcefully away until they are 50 feet from the blower.
It causes strain and earache for the blower which recovers over a few days.
This was made in a ritual infusing the cultural meaning from
- a stop sign
- various similar do not enter signs
- some repellent odors
- a door lock removed from it’s door
- very unpleasant sounds made in the process of crafting
- repetition of “go go away, this is my place to stay”
To create a whistle which has the main purpose of repelling, and preventing access.
Increase your sacrificial Injury's Severity by 1, spend an Action, and use up this Whistle.
All Animate targets within 50 feet are pushed back until they are 50 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may choose to exclude up to two targets from this Effect.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Whenever Darius is getting attacked, Kurma will pop out of his card and block whatever attack may have hit Darius.
This Effect activates whenever Darius is attacked. It does not require an Action or Exertion.
Summon a single Kurma the Tortoise at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
charging a dart with her unstable energy, Sara can paralyze most targets she fires the dart into. Unfortunately, others can also use said dart, if they get their hands on it
Use up this ________ and spend an Action to activate. Make a Dart attack at a Living target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Dart attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
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.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
The target begins salivating, unable to control their tongue, shaking in pain before coughing up their internals, bile and a lot more than what should’ve been there. Within seconds they’re dead.
Use up this A well-wrapped stripy hard candy, pink witht he scent of strawberries. and spend an Action to activate. Select a Living target within arm's reach. This Effect cannot be used unless The candy must be swallowed and consumed. and After consumption, the living target must make a coin flip. Heads=they take the damage, initiating an organ failure within them, alongside taking the +12 damage. Tails=They experience a delicious and lovely flavour unlike any they have tasted.. Roll 7 dice Difficulty 6, penalty does not apply. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 12. The target's material Armor is completely ignored.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
The Dragon Slayer throws a Glyph of Binding at their target, causing a set of chains made from various coloured lights to spring forth around them, holding them in place.
Use up this Stone-Carved Glyph and spend an Action to activate. Select a target within arm's reach. Roll Brawn + Occult at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
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.
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 Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown attack at a Location within normal attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or defend, as normal for thrown attacks. The attack does not deal Damage, but the Effect does.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
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 and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 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 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 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.