Human-based Neuromods "It is the future-- today. And most importantly... our past. Today. ... It's immortality. And it is beautiful."

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A consumable neuromod that lets you augment others' bodies.
Used by Ingram Yu, Created by T3K.
(While you are augmenting your target, it is obvious you are treating them. All augmentations you make cause a visible and obvious alteration to the target's body. )

As per the function of the neuromod, the function is quite simple-- even if this version is not as efficient as the others, requiring a full eight hours of conditioning as compared to the normal five minutes for proper application of the neuromod. What is the neuromod you may ask? It's a device that restructures the neural patterns of an individual, imparting skills and experience they never had before. A pianist can put their many years of playing into someone who hasn't even touched one before and can play the same way as the pianist. The only problem is how gruesome the process is. In order for application of the neuromod to take effect, the neuromod has two needles on its handgun-like make and must be inserted directly into the eye for five minutes. Yes, it hurts. No, there is no alternative. There's a reason why there must be a third of a day's worth of conditioning.


Use up this neuromod , Exert your Mind, and spend eight hours to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.

The augmentations you provide are not outwardly visible nor obvious.

  • This consumable is destroyed when used and cannot be used again.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Consumable Crafting Gifts

Spend 1 minute and use up this vape pen. Select a Living target within arm's reach. Roll 7 dice at Difficulty 6, dice penalties do not apply.

If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

These cookies do have a taste- it simply happens to be... nothing. The absence of intensity. It is a cultivated emptiness, like the negative space in a painting- deliberate, guiding the mind and senses to the things all around the cookie. They are bland, mildly pleasant in no identifiable way. Additionally, they do not trigger any known allergies or food sensitivities- whatever they are, they're gluten free and hypoallergenic.

Use up this snack and spend an Action to activate.

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Taste: You can recognize any flavor you have previously tasted and name it, and may determine the composition of something based on its taste.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • This consumable is destroyed when used and cannot be used again.

Use up this bead made of brass (unless you succeed on 1d10, Difficulty 7) and spend 15 minutes. Roll 7 dice at Difficulty 6, dice penalties do not apply.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

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. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.

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.

  • This consumable is destroyed when used and cannot be used again.

A medical drug formula made by copying the ones used in the military and further modified by commissioned eggheads. This nasal spray acts as an antibiotic as well as an irritant - attacking any tissue that didn't heal properly and forcing the body give it another shot. It also attacks your nose and brain by proximity, causing a lot of pain, and colouring your eyes yellow due to the chemical's pigment.

Take a Severity-1 Injury, use up this nasal spray (unless you succeed on 1d10, Difficulty 7), and spend a minute. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

  • This consumable is destroyed when used and cannot be used again.

Stock Consumable Crafting Gifts

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.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used again.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 itself does not deal any Damage beyond the Effect.

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 Attack roll used to activate this Consumable cannot be at a Difficulty lower than 6. You may only use one Consumable per Action.
  • This consumable is destroyed when used and cannot be used again.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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:

  • Disorienting: Any time someone moves within or through the zone, they must roll Mind at Difficulty 8. If they fail or botch, they move a similar distance in a different direction of the GM’s choice.
  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

  • The Effect does not follow you after you activate it.
  • This consumable is destroyed when used and cannot be used again.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

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.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours. Upon full polymorph, the two Battle Scars combine into one.
  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Even with Willful End, Full Polymorphs take a day to revert.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.