the user pulls out an ID card. It would contain an image of something that would cause the instinctual reaction in the target that the target immediately reacts to. this can only cause instinctual reactions that exist in or are influenced by the ID.
Spend an Action and use up this id card (unless you succeed on 1d10, Difficulty 7). Select a Living target within 45 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Instincts. 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.
A sealed hip flask, stainless steel, embossed with a water drop. Inside is a magical potion that renews each time the flask is sealed so that the flask is never empty. One sip from the flask heals the drinker based on dice rolls.
Spend 15 minutes and use up this Potion. Select a Living 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.
Stamped with Cleatus's seal of approval, and with a big ole' fireball underneath a picture of his smiling face, this little slug of wonder is good for more than drinking yourself blind. Line up your shot and let it go, and this little shell will burst into vapors once its container is shattered. The mix so potent that even just getting a little in you, or catchin' a whiff of the vapors is enough to put a ghost on their ass.
Spend an Action and use up this A clear shotgun shell containing a amber fluid. Make a Firearms 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 Firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Johnny pulls out a small, smooth metal box the size of a Rubik's cube which he keeps in his toolbelt. After pressing a small red button and tossing the box up it begins rapidly expanding and shifting until it splits into up to 3 mechanical automatons. These Lil' Automatons are 1.5 meters tall are made up of cubes and rods giving them the appearance of a toy robot. On their foreheads the have a corresponding number between 1 and 3 differentiating them from each other. They make cute beeps, boops and whirring noises (Bastion from Overwatch as a reference) as they act and when they accept a command they give a small salute.
Feeling lonely at work and putting his newfound powers and crafting capabilities to use, Johnny created the Hydraulic Automaton Nemesis Destroyer Squad or H.A.N.D.S for short. Fearing being outnumbered on contracts, Johnny took matters into his own hands and created 3 robot buddies to aid him on his missions named Sprocket (1), Ratchet (2) and Torque (3). Harnessing the pocket dimension he uses to craft items out of thin air he was able to create a small box capable of summoning his Lil' helpers but with only enough fuel to last them for a couple hours, at which point they power down and crumble away into dust.
Use up this Box and spend an Action.
Summon up to 3 Non-Sapient, Animate Lil' Automaton at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give.
Arcane runes etched into the bullet hum with fiery purpose. Firing this custom loaded cartridge will embed it into a target and cause a delayed explosion, and douse them in flames.
This innocuous little bullet packs an explosive punch! Just lob this custom loaded cartridge center-mass and watch them run! In just a few seconds, your target will be engulfed in a sea of fire, smoke, and 100% satisfaction, guaranteed!
Spend an Action and use up this Bullet. Make a Firearm Attack at a Location within normal Attack range. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. The target may roll to dodge or Defend, as normal for Firearm Attacks. The Attack itself does not deal any Damage beyond the Effect.
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
This round of ammunition is engraved with a frozen bunny. It can be loaded into any firearm. When shot, it leaves a spiral of blue smoke behind it. When it collides with its target, it explodes into a cloud of blue, glittery fog that quickly dissipates. Those caught in the area of effect find their joints stiffening, sometimes resulting in temporary paralysis.
Spend an Action and use up this bullet with an engraving of a frozen bunny. Select a single Living target or a Location within normal Attack range. If you select a Location, all Living targets within 20 feet of the chosen Location, besides yourself, are affected. 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 you succeed, affected targets 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 into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
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.
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 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 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 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 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.