Divergent Strand Compound 4583-L-Δ, "Loopy" oh, interesting pill, wonder what its fo-

1
A consumable Blue and white pill that lets you heal wounds.
Used by Meng Hao, Created by GreenAppll.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see Disintegrates the body and pulls the future self healed back to the present. )

The consumer just feels themselves getting weaker before blacking out for a instant at the 15 minute mark. Opening their eyes, they will feel oddly exhausted as their body is covered in some odd dust.
Outside observers instead will find the consumer disintegrating into ashes creating a cloud of particles where after the dust sets, another person, looking exactly like that consumer standing there in the dust.

Where as loopy transfer the mind with the usage of amnesiacs. The Divergent Strand instead works as like a anchor. Setting a anchor and using the body of the consumer as energy and fuel, to pull the future variant of the target back to the present. In order to make sure that the consumer doesn't undergo full mental retardation, dementia, insanity, or any of the likes (after a few test), A series of amnesiacs are combined with the divergent strand that erases memories past 15 minutes of taking the pill to ensure mental stability.


Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Alertness 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Disintegrates the body and pulls the future self healed back to the present.

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 narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.

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Revision purchased with:
Gift from playing in Anomalous Arms of War spent on new power: Time Reversal    (since refunded)

Community Activated Gifts

“This new power is wild. It feels like all my rage and determination have come to life. When my shoulders start growing muscle and flesh, and steam hisses out, it's like my inner fire is bursting out. These huge, disproportionate arms and fists aren’t just about strength, they’re a statement.
It’s like the universe recognized my fight against the system and decided to give me a boost.”

Exert your Mind and spend an Action.

You transform into Human with huge arms for 30 minutes. You have access to all of your Powers while you are Human with huge arms, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Use up this cinammon roll (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. This Effect cannot be used unless the target enjoys the provided food.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself 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.

  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.

This Effect activates whenever the user wishes to do so. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless it is implemented onto an artifact, the user is Great, the user wants to create something, and the user is alive.

Choose a specific type of Object or Creature (These Creatures are untrained and do not recognize you.) which could fit inside an SUV (up to 4,000 liters). It must be Non-Alien and generic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You cannot create firearms.

Roll Dexterity + Alertness to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

You may end this Effect prematurely as a Free Action.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Exert your Mind and spend an Action.

You transform into A Perfect Fighting Stance for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.

While in this form, you can squeeze through any gap that a rodent could fit through.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.

Use up this Stimulant Inhalant (unless you succeed on 1d10, Difficulty 7) and spend an Action. This Effect cannot be used unless Self Defense.

You transform into Enhanced Human for 3 minutes. You have access to all of your Powers while you are Enhanced Human, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Dexterity is increased by 1. Your Stress is reduced by 2.

Your body is adapted to Dodge. You receive +3 dice on non-attack rolls related to Dodge.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • This consumable is destroyed when used and cannot be used again.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Exert your Mind and spend an Action.

Summon a single roadie at your location. They will last for two hours, or 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.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice. Your minion is able to lift and haul equipment with a 7-dice pool.

You may only use this Effect once per day.

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.

  • Unstabilized wounds do not degenerate during treatment.