This is a vial of Terry’s tears. Administer to the patient under the tongue and instruct them to close their eyes and spend an hour meditating on the pain that their disability has caused them.
During this time, a teal, ghostly image of their missing limb or unbroken body will appear over the damaged area. When they open their eyes at the end of the meditation, the repair snaps into existence.
The patient cannot attack or cause injury to another sapient being for a month after treatment, or the limb that has been healed with the power of pity will disappear.
Spend a minute and use up this tincture made of terry’s tears (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. Your patient is required to not be violent towards another sapient being for the next month. If they violate this rule, your treatment is immediately reversed.
A small device that's the size of a poker chip. One side has a black adhesive while the other side has a miniature screen for the command to be placed.
Spend 2 Actions and use up this device that's the size of a poker chip. Select a Computer within arm's reach. Does not work on Alien technology. Roll 7 dice Difficulty 6, dice penalties do not apply. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
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 red liquid and spend an Action to trap a region of any shape that contains your current location and fits entirely within arm's reach. 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 that enters the chosen region will trigger the trap.
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, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of 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.
This round of ammunition is painted like an easter egg. It can be loaded into any firearm. When fired, it leaves a striking trail of white smoke and explodes into a short-lived inferno of white phosphorous on impact, destroying any object or piece of structure it hits.
Spend an Action and use up this bullet painted like an easter egg. Make a firearms Attack at a Non-Sapient Object or piece of an Object or structure within normal Attack range no larger than a large luggage bag (75 liters). The target may roll to dodge or Defend, as normal for firearms Attacks. The Attack itself does not deal any Damage beyond the Effect.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
The moment of death, the head (and body if attached) contorts briefly as a screeching revenant erupts from the body. A barely recognizable phantom screeches involuntarily, relieving the moment of death a second longer before a spark of recognition glimmers over it's eyes, and it teleports to the target of its vengeance and flying into their body. The raw necromantic energy inflicts whichever killed them in mere moments, and can even hit nearby co-conspirators.
Spend an Action and use up this A small ring, as black as night.. Select a target within arm's reach. This Effect cannot be used unless Death Pact Only. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll 11 dice Difficulty 6, dice penalties do not apply. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 8.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victims twisted undead visage, screeching in rage.
When Chloe uses her power her expression goes blank and she seems distracted. Chloe begins muttering commands in binary code.
Use up this Charm and spend 2 Actions to activate. Select a Computer within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind A tree with a pentagram on the trunk in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
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.
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.
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 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.