Nan fishes a small ball of dough out of her pocket and gives it to the target to eat. None of her food is exactly “good”, but even by Netherworld standards, this tastes a little off… she fixes them with a hard stare that dares them to spit out her food, but after chewing a minute, it becomes too much, and the target pukes up everything, including whatever ailed them in the first place.
Use up this “hush puppy” and spend 1 minute to activate. Select a Living target within arm's reach.
You may cure any single disease or poison afflicting your target so long as you have fully diagnosed or understood it. You may only cure diseases which can be treated with 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 Target is made to puke and “hush puppies” often include mold, teeth, hair, etc..
This rune-marked charm is usually worn as part of some form of jewelry or a talisman hanging from a piece of clothing. when the bearer focuses their will on it, they can release the magic contained therein to shield them from damage by the twisting of fate. The charm slowly begins to corrode with an abnormal blue patina, which accelerates every time damage is prevented, and causes it to crumble to dust when completely corroded. Projectiles oddly veer wide or are fatefully intercepted by the environment. Blows strike at odd angles that glance away, or existing armor simply miraculously outperforms its protective abilities. Whatever the reason this lucky bastard simply doesn't get hurt as they should, and only those who notice the unnatural consumption of the charm can place quite why.
No change for rework
Use up this stainless steel shield charm and spend an Action. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage.
This Effect is not obvious, and the only sign you are using an Effect is unnatural blue corrosion creeping across the charm over the duration of the shield (accelerating as the shield absorbs damage). If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After taking the pill, one’s pupils grow up to three times as large and their sight, smell and hearing are drastically increased
Use up this pill and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you overdose.
Your senses are enhanced in the following way. Lasts for three hours.
The refined extract of ectoplasm allows for someone to become translucent and untouchable like a spirit, although they also cannot interact with the outside world in any way
Use up this needle and spend an Action to activate.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
You leave a translucent image of yourself at your location.
the user pulls out a blank id card. It would contain an image of something that would cause the instinctual reaction in the target that the target immediately reacts to. this can only cause instinctual reactions that exist in or are influenced by the ID.
Spend an Action and use up this id card (unless you succeed on 1d10, Difficulty 7). Select a Living target within 45 feet as well as a specific emotion. Roll 7 dice Difficulty 6, dice penalties do not apply. 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.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
The druid has now been blessed by nature to transform into any animal to help in stewarding. Consuming the fruit will allow the user to transform into an animal of choice temporarily, giving them it's abilities.
Use up this Mini golden apple (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You transform into Gorilla or any region-appropriate large animal for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
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.
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 a nearby being 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. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 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 maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
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 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 Contested 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.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.
After consuming the tainted food or drink, the target transforms into a llama!
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:
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.