The druid has now been blessed by nature to transform into any animal to help in stewarding. Consuming the fruit will allow the user to transform into an animal of choice temporarily, giving them it's abilities.
Use up this Mini golden apple (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You transform into Horse for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
This food, lovingly baked, digests in a quick minute. It looks fluffy, and tastes like the target's favorite baked good.
Though if none are to their taste, it sadly does nothing.
Use up this cinammon roll (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. This Effect cannot be used unless the target enjoys the provided food.
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.
"Yep! This stuff works! How do you think I keep my complexation? I learned this one from an ol'friend I met way back when. But for some reason, you need to dress and act as a cowpoke. Not entirely sure why it does that. Chief says it's something to do with the essence of the maker supporting the one who drinks it."
- Blake Sacks
The front of the bottle has a label that calls this stuff "Snake Oil." Turning the bottle you find a list of ingredients.
* Alcohol
* Snake Oil
* Cactus Juice
* Newt
* Moonbeam
* Cowboy Vampire Blood
Spend a minute and use up this Amber liquid in a glass flask (unless you succeed on 1d10, Difficulty 7). Select a Living or Animate 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. Your patient is required to dress & act like a cowboy/girl for the next month. If they violate this rule, your treatment is immediately reversed.
Healing a Battle Scar in this way leaves behind Pale Skin, slightly pointy teeth on the target which cannot be healed.
The bullet is remarkably heavy for it's size, though about the size of a .45.
Wrapped tightly in duct tape, with an odd pink transparent tip.
A painful powerful kick likely to bruise or break the gunman's collarbone proceeds a jet of white smoke shooting from the firing gun, not too unlike that from a black powder rifle and a sulfurous smell fills the air.
On impact, the crystal-tipped bullet will shatter, transferring all it's force to the hit object, creating a piezo-electric flash.
It was merely a curiosity when Squirrel found traces of an explosion long ago, In *his* woods.
He'd pass through, poke around, and wonder to himself whenever he passed through, but never thought much of it.
One day after a heavy rain, his eye caught something pink and glittering on the ground. "Quartz, maybe?" He thought, but his hand tingled strangely when he picked it up. Tingled stronger when he tentatively touches his tongue to it, being reminded of 9 volt batteries in childhood but otherwise harmless.
Military test?
Asteroid impact?
Naturally occurring mineral from the impact?
Squirell couldn't care less which the case was, but the properties of the mineral were more curious as he practiced his tests on them. (Redneck science- scratchin stuff with it, shootin it, burning it, etc)
Marginally softer than diamond, but heavier.. His mind immediately went to blades, but the fragments were far to small to be effective weapons.
Bullets, perhaps?
Take a Severity-1 Injury and spend an Action to activate. Make a Firearms attack at a Non-Sapient Object within normal attack range no larger than a duffel bag (35 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Gun explodes as per the "Shatter" enhancement. Roll your for your attack as normal. 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 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 activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
You consume the coke, snorting being traditional but pouring it down your throat works too. Suddenly, your body is supercharged with the power of Florida and Crackheads, your words becoming frenzied howling and grunting, and your body becomes able to take and give a beating.
Use up this gram of coke and spend an Action to activate.
You transform into a crackhead version of yourself for 3 minutes. You have access to all of your Powers while you are a crackhead version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage and Brawn does not act as Armor against them.
You do not suffer wound penalties while in your Alternate Form.
You cannot speak any coherent verbal language and must resort to other means of communication.
The leftovers from the lemonade sales are extra sweet, almost sickeningly sweet. The jug has sat there in the sun festering and growing in potency and Rudy is in charge of taking up the leftovers, let's not be wasteful now.
The sheer amount of sugar at the bottom has caused the leftovers to spike you up and sink down into a new low.
The cans are wrapped with crude crayon drawing of a large home and several children surrounding a large dude.
Use up this A metal vial filled with lemonade 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.
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 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. 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.
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 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 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of 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 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.