Rod of Asclepius - Purify Disease and toxin removing part of Rod of Asclepius.

3
This Artifact grants you the power to cure diseases and poisons.
Used by Vel, Created by RNGrant.
(You are obviously treating your target for the entire cast time. You must use this Artifact obviously when activating this Effect.)

The rod glows with green light, and the participant being targeted glows the same color.

The rod is burns with purifying energy that drives the malady from the target.


Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

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.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Revision purchased with:

Community Cleanse Gifts

Having absorbed fatal levels of radiation searching for and transporting a highly irradiated object, the excessive rads convened into his stomach granting a constant radiotheraputic effect.

Exert your Mind and spend 1 minute.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Possession of this Power grants the following Battle Scar: Weak Stomach.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.

Spend 1 Action and use up this Purple Pill. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 Blue Pill and spend 1 minute to activate.

You may cure any any diseases or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

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.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.

Pesticides, maggots, lockjaw… there is no room for restrictive impurities in Grace’s body. They were sick of it, literally and metaphorically, so they found the cleanest thing they’d always have and made use of it. Blood that never darkens or catches disease, blood that embodies will and aid. Obedience will heal- she needs only herself to do so. Horatio has the short end of the stick with his guilt, but even that is temporary.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

After being inflicted with cancer during a contract, the gift Astraeus obtained from that contract gave him the ability to create a cure for diseases and poisons.

Spend 1 minute and use up this glowing white-yellow marble. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects. Your patient is required to abstain from knowingly eating meat and becoming intoxicated for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Stock Cleanse Gifts

Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.