A Jack of Clubs is thrown, as it makes its way towards the target its form shifts into that of a blackjack, a bludgeoning weapon intended for dazing people, just prior to impact. A few moments after impact the blackjack will crumple apart and dissapear.
Spend an Action and use up this Jack of Clubs. Make a Playing Card attack at a Animate target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for Playing Card attacks. The attack does not deal Damage, but the Effect does.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
A single honeysuckle flower, colored dull and gray like concrete. When the dot of honey within is eaten, brown vines burst from the bottom of the flower, lashing outwards to constrict the target. Sometimes, the honey within drips back into existence.
Marcielle's second attempt at cultivating the perfect crop. The Gray Dust Honeysuckle was meant to bear fruit, but instead just produces an abundance of concrete gray flowers. Due to it's lack of fruit and tendency to grow hyper aggressively, it is not a viable candidate.
Spend an Action and use up this dusty gray honeysuckle flower (unless you succeed on 1d10, Difficulty 7). Select a target within 45 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
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.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
Taking the appearance of a delicately prepared meal, it clear to see that it is finesse on a plate. Yet to those who can see more than just it's physical appearance they will know it is imbued with all the secrets of cuisine that a master of the craft can put into play, but with something a little.. extra. A gift from Louis's first serious critic who taught him the secrets to truly great food meant using ingredients beyond the pale. The meals that Louis prepares though incredibly delicious can only truly be appreciated by the hungry, and when there is a void to fill the magic of the meal seeks to satiate in ways that defy logic. Abscessed gums, cavities in teeth, and even broken bones find themselves restored to perfect working order after enjoying this full course.
Use up this Three course meal and spend 1 minute to activate. Select a Living target within arm's reach. This Effect cannot be used unless You have not eaten in the past 8 hours.. Roll 7 dice Difficulty 6, penalty does 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.
A red arrow with a beautiful heart on the end, with carvings into it going down to a point that glows red win about to be fired
Spend an Action and use up this red arrow. Make a ranged weapon Attack at a Living target within normal Attack range. The target may roll to dodge or Defend, as normal for ranged weapon Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Love. 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.
Changsai loves rum. A lovely correspondent of his provides him with enchanted rum. A quick downing of the small whiskey bottles he has pulls the drinker into the bottle for a minute to stay hidden and watch their surroundings.
Use up this _Small pocket size bottle of Rum_______ and Spend an Action to activate.
You transform into _Small empty bottle of Rum_______ no larger than an SUV for one minute. While transformed, you cannot move or take Actions. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
A gold and white coin, slightly bigger than a quarter, marked with a symbol engraved into both sides
Upon use of the coin via a hidden switch, releasing a spectral ghost-like figure, who upon release will mark all people and recent deaths in the area. The Ghost will then be pulled back into the coin, but will try to escape again, often times the conflict results in the coin shattering and breaking free from its bond. However on some cases the coin will over power said ghost and continue to keep it trapped inside.
(photo for reference, not exact coin)
Spend a minute and use up this Golden Coin marked with a symbol (unless you succeed on 1d10, Difficulty 7). Investigate an area with a radius of up to 100 feet Roll 7 dice Difficulty 6, dice penalties do not apply.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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.
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.
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.