You're Gonna Be Okay! Just hang in there friend!

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The power to heal wounds.
Used by Abigail Castodon, Created by Sergeres.
(This Effect is obviously Alien when used. You are obviously treating your target for the entire cast time. )

A visible bond is shared between user and target as intelligence is pulled by the target, from the user to restore health. This is a clearly visible pulsating stream of light between the 2 and bystanders are drawn to it's calming light.

Many and varied are the healing touches of the world. But none like Wisdom's Embrace. Sometimes, knowing a thing is all that you need to do a thing and healing is no different. Wisdom's Embrace utilizes the user's knowledge as pure energy to perform a sequence of actions that would quickly lead to the result. "Healing" someone is merely circumstance as it is more along the lines of "Repairing what is broken".


Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Community Targeted Gifts

Exert your Mind and spend an hour. Select a Device within arm's reach. Can be used on Alien technology. This Effect cannot be used unless Can only be used during a meal with another consenting sapient being and Must be performed in a holy site. Can be used on Armor.

Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.

You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 3 to those actions for the next day.

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.

  • Upgrading Alien Devices does not add bonus dice to any rolls related to the Device’s passive or activated Effects.
  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • When Splicing, you must be in possession of both devices. The resulting object behaves exactly as if both devices occupy the same space and do not gain any new functionality at all.
  • 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.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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 an Action. Select a Living or Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Intended Target attacks guitar. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will Take the appearance of Nikki, making it very obvious to anyone who sees them that something is not right.

Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you are evicted to your original body. If the possession ends and your original body was killed or destroyed, you die.

Eviction: If the host body is ever not within 20 feet of your original body, you will be forced out. If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. If they fail, you remain in control.

This Effect is not obvious, and the only sign you are using an Effect is a soft sound of vibrating strings. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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 an Action or Reaction. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet. You must actively and obviously use A Scythe Firearm (Firearm with Scythe enhancement) to activate this Effect.

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

On painting:
It's therapeutic! It's calming! Art can be so many things at once yet nothing at all. It's what you make of it. It's what I say it is. You are what I say you are. You're such a perfect little piece of art... but my prof would always say, "Kill your darlings. 'Ruin' your art and learn to let go." We're letting go of you. Are you happy now?

On technique:
Luciole can never forget the contours. She can never forget the contours of everyone she's ever loved, and that's... E V E R Y O N E . It's only natural that it's the first thing she traces of you, and it's the first thing she'll try to sabotage. She has an image of you in her mind that she traces and cuts at, chipping you away like her painstaking sculpture. Hey, at least you're not getting an unstabilized injury with this. If you're suddenly missing a limb, it just means you have a stump where your hand was supposed to be. Luciole isn't going to waste time drawing all the gorey details.

On abstract art:
She likes unsettling things - was it not clear before? It's not that she dreams of repainting real humans on the daily, but the thought has crossed her mind before. Now she's free to reinterpret bodies as she pleases - no more nonsense about anatomy and drawing style, this is just real life with a cherry on top.

On the horrible things she could do:
Are you curious enough to peek this far? Well, here's a little secret. Luciole isn't perfect at drawing. No one can be, especially not in three seconds.
Chances are,
- You've been disfigured because she tried to redraw your face and failed miserably. Why is your eye where your mouth is supposed to be?
- You're getting chronic ankle instability because she redrew your legs too thin to support the rest of you.
- You're getting missing fingers because she can't draw fingers.
- You're getting tongueless because she erased it and forgot to put it back.
- You're getting wheezing because she's drawn your neck too thin and there's no space for your airways.
- You're missing a limb because she erased it thinking you wouldn't need it.
- You've got a traumatic brain injury because she sneezed and accidentally drew a dent in your head.
- You've got narcolepsy because she drew Z's everywhere.
- You've been skinned because she erased your outer layer. She's a media artist, she draws with multiple layers.

On range:
Luciole has to be able to see you, including the part of you that she is trying to redraw. If you have your head turned away from her, she can't scribble on your face. Hey, why don't you come closer? :)

On healing:
Art is a very transient thing to Luciole. It'll fade over time, but it's okay. She'll make something even better next time, just you wait.

Spend an Action. Select a Living target within 45 feet. Roll Dexterity + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

You may affect up to 3 targets within range.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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 jump in and out of a portal so quick that you don't even notice it and appearing as far as your energy allows leaving but a wisp of smoke.

Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

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.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.

  • Unstabilized wounds do not degenerate during treatment.
  • 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 one minute. Select a Living target within 25 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:

  • Gross: The target exhibits significant and obvious signs of illness, making them into a social pariah. They will be shunned in public places, and take a -2 penalty to all social actions, which grows by -1 every hour until it reaches your Outcome.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

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.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • This Effect’s symptoms do not stack with themselves on multiple applications.
  • 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.

Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.

Targets are pushed back until they are 100 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.

  • This consumable is destroyed when used and cannot be used again.
  • 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.

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.

  • This consumable is destroyed when used and cannot be used again.
  • 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.