A Drink to Live For Nothin' like a bit of swamp water.

1
A consumable Alcohol that lets you heal wounds.
Used by Bill Martin, Created by JHoneyz.
(You are obviously treating yourself for the entire cast time. )

As Bill works out in his garage, he starts to distil liquor through all of the pipes and other things he found around the town. He mixes half dead fish with other non-viable items that really shouldn't make a drink.

As Bill pulls out an empty thing of Fireball, he proceeds to swirl the bottle with an oddly green liquid.


Use up this Alcohol and spend 15 minutes. 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.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.

Community Consumable Crafting Gifts

It causes strain and earache for the blower which recovers over a few days.

This was made in a ritual infusing the cultural meaning from
- a stop sign
- various similar do not enter signs
- some repellent odors
- a door lock removed from it’s door
- very unpleasant sounds made in the process of crafting
- repetition of “go go away, this is my place to stay”

To create a whistle which has the main purpose of repelling, and preventing access.

Increase your sacrificial Injury's Severity by 1, spend an Action, and use up this Whistle.

All Animate targets within 50 feet are pushed back until they are 50 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 choose to exclude up to two targets from this Effect.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • This consumable is destroyed when used and cannot be used again.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Use up this makeup compact and spend a minute.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

  • This consumable is destroyed when used and cannot be used again.

Use up this soul wisps and spend an Action or Reaction. Roll 7 dice Difficulty 6, dice penalties do not apply.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage.

  • This consumable is destroyed when used and cannot be used again.
  • Effects which circumvent Armor completely also circumvent your barrier.

Before activation it is a very shiny, lustrous pin, but after use, it loses its luster and becomes an ordinary, shabby-looking pin that appears to be kind of old.

Use up this Pin of J.R. ''Bob" Dobbs with a pipe and spend an Action or Reaction. Roll 7 dice Difficulty 6, dice penalties do not apply.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • This consumable is destroyed when used and cannot be used again.

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.

  • This consumable is destroyed when used and cannot be used again.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Stock Consumable Crafting Gifts

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 Attack roll used to activate this Consumable cannot be at a Difficulty lower than 6. You may only use one Consumable per Action.
  • This consumable is destroyed when used and cannot be used again.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used again.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

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.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.