The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Spend 15 minutes and use up this cookie. Select a Living target within arm's reach. Roll 7 dice at Difficulty 8, 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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Have you ever seen a seven and a half foot werewolf kick down a door?
Well, now you have.
In a pinch, Emily can use her paws, but there's not quite the same feeling as just booting a door down.
Of course, hitting something that hard is outside of the spec sheets Gen-Wyld has given her.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Ellis can sculpt plastic explosives such that they appear to be nothing more that children's toys. These objects have a blue coloration or tint, and don't appear to be anything but the mundane object whose appearance they have taken.
Exert your Mind and spend an Action to activate. Select a brick of plastic explosive within arm's reach.
The target becomes disguised with a new forged appearance of your choice, which must fit within the theme of children's toys. You may have up to 3 Forgeries active concurrently and may choose to end the effect at will as a Free Action.
The new appearance must be relatively generic, cannot mimic specific items (such as a particular painting, a certain person’s ID, etc), and must be of a similar size and weight to the targeted Object. The forged appearance will generally hold up to any mundane scrutiny, though exceptions can be made at GMs discretion.
Jordan speaks one command, and briefly, a shadow of something not of this world can be sensed behind him. Something more powerful, more domineering, more worthy of fear and obeisance. His eyes glow with a color you can’t quite place on the visual spectrum, and little pebbles and rocks hover off the ground as the air grows tense. Then the tension fades, the pebbles clatter down, and the commanded creature meekly obeys, as if fearful.
Exert your Mind and spend an Action. Select a Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
La hoja de la espada comienza a cubrirse en llamas, esta es inmune al fuego pero no la vaina en la que se suele guardar. Conforme mayor sea la llama controlada y mayor sea el tiempo de uso, más se extenderá la llama por la hoja hasta llegar en algún momento al mango; en ese caso la llama se extenderá por la mano de su usuario y se extenderá por su cuerpo, apagando el avance en cuanto el poder se detenga.
Take a Severity-1 Injury and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Third degree burns all over the body.
You may start a new fire as large as a firepit's fire at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
The Priest sets on a pilgrimage. Packed with food and water to taste the journey. He sets off down the trodden road at a blistering pace. Leaving nothing but footsteps to his salvation.
Exert your Mind (unless your current location, or target location is within 1 mile of a church) and spend 1 minute. Select a Location within your line of sight. You must use up a days worth of food and water in order to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Trails or Backroads for one minute, you may activate this Effect and travel to the edge of any other Trails or Backroads that you’re aware of, regardless of range.
When you Travel, you leave a trail of footsteps leading too and from locations as a distinct trail between your starting and end points.
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 witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.