The pill gets crushed over the wound and must slowly keep an eye on it to make sure they don't put in too much too fast. The wound looks odd as it starts to blur. The area it is placed on, will be temporally displaced with its past self.
*downtime stuff to be added*
Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 15 minutes to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
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.
When triggered, the target glows gold before erupting into a burst of spectral gears and shrapnel. Witnesses hear a deafening clock chime before the blast.
The explosion leaves behind temporary “time scars” floating debris, reversed gravity in a 5ft radius.
Spend an Action. Select a target within 50 feet. Roll Intellect + Crafts Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: left eye is replaced by a cracked, gear-shaped iris glowing faintly with cursed brass light, followed by weird marking down his neck, all social rolls are at +2 difficulty.
"Yep! This stuff works! How do you think I keep my complexation? I learned this one from an ol'friend I met way back when. But for some reason, you need to dress and act as a cowpoke. Not entirely sure why it does that. Chief says it's something to do with the essence of the maker supporting the one who drinks it."
- Blake Sacks
The front of the bottle has a label that calls this stuff "Snake Oil." Turning the bottle you find a list of ingredients.
* Alcohol
* Snake Oil
* Cactus Juice
* Newt
* Moonbeam
* Cowboy Vampire Blood
Spend a minute and use up this Amber liquid in a glass flask (unless you succeed on 1d10, Difficulty 7). Select a Living or Animate 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. Your patient is required to dress & act like a cowboy/girl for the next month. If they violate this rule, your treatment is immediately reversed.
Healing a Battle Scar in this way leaves behind Pale Skin, slightly pointy teeth on the target which cannot be healed.
Your teeth go from enamel white-yellow to stainless steel. Each and every tooth become as sharp as a kitchen knife fresh from the blacksmith. It IS a little hard to speak, but thats not what its really used for. LOL.
Spend an Action. Select a target within arm's reach. Roll Dexterity + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The grin of a troubled child with knives for teeth.
This Gift's Cost is capped at 2 and cannot be increased further.
Benedict smokes and thinks for a good minute about what they have found. He's using the methods of definitely not cultural appropriation, they will gain the knowledge of the land in an in depth description in their mind.
Spend a minute. Select a target Object within arm's reach. You must actively and obviously use Smoking Pipe to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Sergeres held his creation forward and the manuscript flipped open. The pages slowly turning, revealing a soft light within. His power was that of the author. But this power was even more sacred. As it's caretaker, the manuscript was his charge. Just like a Librarian, it was his duty to protect it. In turn, it would protect him.
Exert your Mind (unless you win a coin flip) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with The Firmament.
Select one of the following alterations to create out of Paper originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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 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 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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.