The recipe details a simple concoction of medical drugs and the proper ways to make a paste from the leaves, cut the roots and powder the drys and boil them into a salve that can cure a single ailment of the one it is used on.
Sally studies her wound with growing concern, and decides to look into old family mementos for a desperate attempt to keep the doctors out of things. In her mother’s cook book she finds a recipe that doesn’t fit, written on sheep skin, labeled “a cure for all that ails”, signed K. Mason. Using this she cleanses the toxins from her body and aim doing so accepts the simple pull of a gift from her grandmother.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You must use up an ounce of aloe, a tablespoon of chopped ginger, and a teaspoon of cinnamon dust (or the same measurements of other medicinal herbs) in order to activate this Effect.
You may cure any single disease or poison 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.
A 355ml bottle made of what appears to be heavy glass, and filled with a viscous liquid that churns in ribbons of black, dark red, pale yellow, and a sickly green. When it is drunk, it goes down smoothly, but there are no words to describe how unpleasant the aftertaste is. Immediately after being downed, the mouth, throat, sinuses, and stomach burn. The body rejects any toxic or diseasing contaminations and expels them through any available avenue, along with the ingested elixir, as the mind trembles under the experience.
Roughly a third of the bottle's contents must be consumed to take effect, and it seems to reconstitute the volume of a single use per day.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. Your target must make a Trauma roll when you 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target's body visibly shakes with obviously excruciating agony as blood, phlegm, and black and yellow bile are expelled from their pores, mouth, and sinuses.
Chelsea is the granddaughter of the witches you didn't burn. When face-to-face with a man under 6 feet tall, she can loudly humiliate him until all of his confidence transfers to her body in the form of powerful pink mana. She can use this mana to heal her wounds and those of others.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless a man under 6' has confidence you can steal. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you lose all the support from your followers and get cancelled #ChelseaIsOverParty.
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.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
Sanvita’s hands begin to smoke, as though his flesh were burning, and he moves his hands over the afflicted body part as though performing stage magic.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You cannot target yourself.
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.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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.
Carpathia's body splits open, (usually one of her limbs but it isn't required) and her roots seem to take on a mind of their own. Moving wildly and contrasting the very human flesh they seem to sprout from.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself.
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 Carpathia's body opens up to reveal a writhing mass of roots that wraps around the target and burrows underneath their skin.
Observing the effects of the affliction up close, Nathan attaches a strip of yellow paper to the body of the afflicted as he incants a particular mantra in Mandarin.
As he does so, he builds the body of the talisman, drawing, preferably with cinnabar ink and a brush, from its head to its feet, before the malady is suppressed, the fu flaring to life momentarily, drying instantaneously.
The talisman is mainly composed of its head, gut and feet. Learning this particular effect from school under the Three Pure Ones, these fu begin with three hooks. The gut is the main soul and essence of the talisman, and that which determines its effectiveness and is formulated with several secret characters. The feet, lastly, are as varied as the stars in the sky, depending on the intention behind the talisman.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up yellow paper in order to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or 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 keep the talisman on them and unharmed (includes getting it wet) for the next month. If they violate this rule, your treatment is immediately reversed.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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 priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets