In addition to its normal function, this device has a strange app or mode titled "Reconstruction". Opening it causes the device to scan you and collect a DNA sample from your skin. The device will then analyze your DNA and prompt you to select or describe the needed repair, before dispensing a quantity of grey/green "goo" from its charge port, which will reconstruct your tissues, bones, and organs to restore the affected area. The whole process takes about an hour. The app shows a "Nanite" level indicator that when used will reduce by 33% The bar will fill 33% over the course of one day. Any attempt to use the device with the nanite level below 34% will elicit a response of "Insufficient fuel".
With his Mind/machine interface in place, Doctor Lazcowicz is now experimenting with new functions. In this case, after extruding a small number of nanites into an existing computer, smartphone, or smartwatch he can use them to reconstruct the internals of the device. Enhancing onboard cameras into medical scanners and using the raw materials of the circuit boards within to construct a nanite factory, the device now acts as a controller and dispenser for specialized nanite piles that will reconstruct scarred and damaged body parts at a cellular level to make them good as new! with their micronized technology, they can even preserve the original function of the device by recreating its circuitry on a nanotic scale. Mundane functions still require normal power though, and trying to power on the device when the mundane battery is dead will allow only use of the "Reconstruction" app.
Attempting to dispense nanites while charging the normal battery is... ill advised.
Expend a point of Battery and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
The Boneman whips a thumb out - ripped from her fingernail comes a chain of gilded fingerbones clinking out. They circle suspended around here head - once, twice, settling down as a thorned crown.
The oppressor raises his gun to her - and his traitorous bones raise his gun to his neck.
To harm their King? Treason. Unthinkable.
Exert your Mind and spend an Action or Reaction to activate. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a chain of bloody & gilded fingerbones burst from her hand.
Inhaling this spray causes sharp pain to surge through your nose and towards your mind. Your sense of smell goes numb and you get a strong headache. Your eyes begin to water and turn yellow.
A medical drug formula made by copying the ones used in the military and further modified by commissioned eggheads. This nasal spray acts as an antibiotic as well as an irritant - attacking any tissue that didn't heal properly and forcing the body give it another shot. It also attacks your nose and brain by proximity, causing a lot of pain, and colouring your eyes yellow due to the chemical's pigment.
Take a Severity-1 Injury, use up this nasal spray (unless you succeed on 1d10, Difficulty 7), and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Earth, stone, dust and other parts of the ground fuse to help materialise a young semi transparent earth spirit.
Expend a point of Battery and spend an Action.
Summon a single Non-Sapient, Animate Earth spirit at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.
Being beaten down again and again has hardened Wally's resolve. They'll push through any pain, any injury, any hardship. They'll win, or they'll die.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Ricter has started to befriend Kazarisu, a Kamaitachi yokai spirit that accompanies him. However, he needs a bit of 'motivation' to do more than just protect him, as such he feeds him a pint of alcohol to offer some inspiration.
Kazarisu resembles a stoat in appearance and size but can grow to be as big as a wolverine if he wishes, with paws that can extend into sickle-like claws. He has jagged white fur that is smooth to the touch with black coloring on his tail tip.
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"I've learned in nearly half a year that Kazarisu is a bit fickle, likes stupid jokes that I make, chicken, and drinking. I'm glad to have him around but he tends to be a bit of a menace, especially when he chugs a whole bottle of wine and ends up cutting up my curtains...Nonetheless, I'm starting to like him, we even started watching soap operas together."
"Lately, I have been demanding we work together but he just lacks...motivation, not in a bad way though. So I bribe him with some wine occasionally, which seems to give him a physical body somehow, probably some form of yokai logic. Although he's mentioned that if he 'died' he'd just revert to his more spiritual clingy self, which was a relief."
Exert your Mind and spend an Action.
Summon a single Sapient Kamaitachi at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
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 your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.