This ward is a plain King of Clubs, its made of paper and can be destroyed and rendered useless by simply ripping it apart. While this card is placed somewhere the user can see and hear as if they were the king depicted on the card. Those who can see through stealthy will notice the king depicted on the card actively looks around with suspicion at what's within his line of sight.
The King of Clubs is a paranoid sort, his rule under a constant threat of being overthrown by his younger brother, the King of Spades, and his vast army of spearmen. He's always observing quietly from the sidelines, to him anyone could be a threat to his rule, even those of his own court.
Spend an Action and use up this King of Clubs (unless you succeed on 1d10, Difficulty 7). Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Open the vial and let a few droplets spill onto the food or drink, hoping the rest in the container does not sublimate before closing it. The spiked foodstuff gains a distinct smell, not repulsive, but memorable. Consuming it causes any sort of hindering physical deformities, the target feeling like they're wading through morass - thus the name: Bayou Blood.
While researching old books and manuals, Tara found the recipe for this supernatural condiment
Use up this Vial of Grey Liquid (unless you succeed on 1d10, Difficulty 7) and spend an Action to turn Spiked Food into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like Spiked Food. 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 Spiked Food 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 a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
A flowing liquid is infused into the target its shining golden color lingers in the users eyes after its used
Spend 15 minutes and use up this Vial. Select a Living or Dead target within arm's reach. Roll 7 dice at Difficulty 8, 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.
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.
This pouch of diamond dust is enchanted to turn someone invisible! To use it, simply sprinkle the dust carefully over your head and body, then speak aloud about a time you wished you were invisible. Upon the story’s conclusion, the wish will be granted, rendering the caster completely unseeable.
Use up this pouch of diamond dust (unless you succeed on 1d10, Difficulty 7) and spend two Actions performing the following ritual: sprinkle dust over your body and say aloud a time you wished you were invisible.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may extend this effect to up to 1 other Animate targets, provided they remain in physical contact with you.
Drop the tooth into your mark's pocket, purse, cleavage, or butt crack...anywhere a tooth will fit! Bump and run or a surreptitious drop work well. If you are feeling fancy, you can toss it, too!
Spend an Action and use up this wolf's tooth. Make a thrown 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 thrown attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
Your target is marked with wolf fang until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. You can have up to 3 marks active.
As a crustpunk alcoholic, Jude likes to turn his discarded bottles upside down and let what's left drip into the caps before consolidating it all into one flask that's had "The Dregs" etched into it. Grime has collected on the outer shell and within the many scratches it's gotten over the years- it isn't high quality plastic, after all, but it's good enough. The flavor is like Everclear that hates you even more than usual, with some sort of moldy aftertaste. Something about the consistency refuses to let you cough it back up, but the regret probably won't last long anyway; Jude was true to his word, and you feel great.
Use up this A sticky, dark green plastic flask with "The Dregs" scratched into it (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
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.
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 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 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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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 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.