The user wraps a singular bandage that then begins to cause the cells to die off, regenerating newer cells and closing up as it heals the user. This takes about a minute before the user coughs up the injured or damaged cells in the placement of the new ones.
wedged between the bandage and the scar, a slight healing aura is exuded that allows the injured tissue to reform as a healed and similar composition to the original cell formation of the rest of the body. the damaged cells are thrown into the users olfactory system to be sneezed out, like a large glob you get when removing your sinuses. It is literally just the cycle of mitosis at a larger scale btw :3
Spend 1 minute and use up this Juice. Select a Living or Dead target within arm's reach. Roll 11 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. Your patient is required to The patient must stay in a room temperature zone (exactly 25 degrees celcius or the cells will denature and fall off for the next month. If they violate this rule, your treatment is immediately reversed.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The patient regurgitates all off damaged mass on their body as a giant glob of puss and dead cells.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The pin must be worn prominently to use. When activated the user is encompassed by a pulsing blue transparent energy shield that looks like it came out of a campy sci-fi movie from the 50's or early 60's.
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.
A plastic inhaler marked with scribbled chemicals. Once inhaled, the human form warps and mutates, taking the first steps towards perfection.
Use up this Stimulant Inhalant (unless you succeed on 1d10, Difficulty 7) and spend an Action. This Effect cannot be used unless Self Defense.
You transform into Enhanced Human for 3 minutes. You have access to all of your Powers while you are Enhanced Human, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Dexterity is increased by 1. Your Stress is reduced by 2.
Your body is adapted to Dodge. You receive +3 dice on non-attack rolls related to Dodge.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The red shoe lace quickly increases in length and winds itself around it's user into a chest harness and two wing-like loops. It can also wind itself around another person at the users choice carrying them around with the user. The user is able to levitate at high speeds while the wing-loops extend from them. After ten seconds the laces retract back to their normal length and lose their red color.
Use up this shoe lace and spend a Free Action to activate.
You may levitate off the ground at six times your normal walking speed. The effect lasts for the next three rounds, though you may choose to end it at will.
You may carry up to 1 passengers without increasing your Encumbrance. Any passengers must maintain physical contact with you or another passenger or the effect will end for 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.
When Chloe breaks the bracelet on her wrist it appears to shower in glitter. when the shower stops, she, and any willing participant, disappear.
Use up this Bracelet (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You and any clothes or equipment you are wearing are obscured from sight for the next minute. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 3 Rounds.
You may extend this effect to up to 2 other Animate targets, provided they remain in physical contact with you.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
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 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 all weak-minded beings 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. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
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 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.
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.