As he swallows the pill... boom. You feel a change in your bodies system and for the next minute you are incredibly fatigued and incredibly tired. But after you are cured!
Use up this Blue Pill and spend 1 minute to activate.
You may cure any any diseases 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.
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.
The user is able to summon an adept spirit for the situation they are involved in. The spirit then procceeds to assist the user by taking over their body just to perform the action they were summoned to do.
Use up this spirit soul and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you become desynchronized with the spirit summoned.
You transform into human carcass for said soul for 3 minutes. You have access to all of your Powers while you are human carcass for said soul, 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. Your Stress is reduced by 2.
Your body is adapted to mobilize, persuade, investigate, and perform strength-related stunts. You receive +3 dice on non-attack rolls related to mobilize, persuade, investigate, and perform strength-related stunts.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Upon the cap of the injector being removed, the Injector scans the target, highlighting the wound that is most important to be removed. a small toony drawn version of Kanni appears and demonstrates how to inject properly. When injected, purple lines flood the target's body before moving to the wound and replacing any injured flesh with purple nanite's.
The most likely option for the scar would be a disfigured: Obvious nanite infestation.
Spend 1 minute and use up this Auto Injector Full of Self Reproducing Nanite's (unless you succeed on 1d10, Difficulty 7). Select a Living, Animate, or Dead 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. 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. Your patient is required to Not be shocked with high voltage electricity for the next month. If they violate this rule, your treatment is immediately reversed.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
The CatEye is an innovation from Silverwolf's R&D department that supports SILVERHOUND's covert operations by providing reliable, concealed short range recon, both auditory and visual. This extremely thin disk-shaped camera can attach to any solid surface, and uses cutting edge optical camouflage to match the color and texture of its surroundings, making it near impossible to identify unless one knows what to look for. It can then record and broadcast its field of view to a synced up Silverwolf PDA hooked up to the company's closed network.
Spend an Action and use up this covert button camera. Select a Location within 10 feet. You must remain within 1000 feet of your ward to access its senses.
You place a ward,. You can hear and see through the ward as though you were standing at its location. It will remain active for a day, but can be manually deactivated at will.
The ward requires Concentration to monitor, though it will remain active until you deactivate it or its duration expires. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
Arrow Aaron made out magical energy and some real arrow mix in odd look are that can be shoot out bow normally
Use up this Arrows and spend an Action to activate. Make a Arrows attack at a target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Arrows attacks. The attack does not deal Damage, but the Effect does.
If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.
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.
Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.
This beer when drunk causes a tingling feeling to flow through the body and any scars will slowly return to normal. It comes in a 40 ounce bottle with a small design of angel wings, on the back hidden near the bottom is a very subtle anarchy symbol and a disclaimer saying funds go to anti-capitalist agenda.
Spend a minute and use up this Beer can (unless you succeed on 1d10, Difficulty 7). Select a Living 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.
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.
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 all weak-minded beings 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. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living 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.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
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.
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 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.