The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Use up this a bottle of metallic fluid and spend 10 minutes to activate. 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 Intellect + Technology at Difficulty 6.
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.
Changsai loves rum. A lovely correspondent of his provides him with enchanted rum. A quick downing of the small whiskey bottles he has pulls the drinker into the bottle for a minute to stay hidden and watch their surroundings.
Use up this _Small pocket size bottle of Rum_______ and Spend an Action to activate.
You transform into _Small empty bottle of Rum_______ no larger than an SUV for one minute. While transformed, you cannot move or take Actions. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
A small metal bottle filled with a foul smelling substance not unlike used motor oil. Anyone who can force it down will feel like they were struck by lightning - ignoring all penalties for the duration.
The Metal Bottle has a tag proclaiming it to be "Old Man Murdock's Kickstarter Snake Oil - will get you on your feet & rooting, tooting, jivving, jiving & feeling the groove in no time!"
Trauma roll is usually addiction based. Contains Stimulants, subjects will be unable to sleep for 15+ hours
Use up this Snake Oil and spend an Action to activate. Make a Trauma roll when you activate this Effect.
Your Body and Mind Penalties are reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Taking the appearance of a delicately prepared meal, it clear to see that it is finesse on a plate. Yet to those who can see more than just it's physical appearance they will know it is imbued with all the secrets of cuisine that a master of the craft can put into play, but with something a little.. extra. A gift from Louis's first serious critic who taught him the secrets to truly great food meant using ingredients beyond the pale. The meals that Louis prepares though incredibly delicious can only truly be appreciated by the hungry, and when there is a void to fill the magic of the meal seeks to satiate in ways that defy logic. Abscessed gums, cavities in teeth, and even broken bones find themselves restored to perfect working order after enjoying this full course.
Use up this Three course meal and spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless You have not eaten in the past 8 hours.. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Crafts 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.
the power of alchemy is foreign but it's powers of restoration are undeniable as the powers explain this concoction, it's restorative properties are strong and capable of healing many wounds over little time, though the formula is not yet perfect and it can leave horrid and disturbing scars, and one should not stair at the powers of flesh becoming whole again
Use up this bottle of elixer and spend 15 minutes to activate. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The process of flesh amalgamating and suturing back together like tentacles and worms eating each other and becoming one mass.
When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar.
These contracts bear the logo of the Inderpal Agency - they come prefilled with the various stipulations, consequences, & basic parameters, though much is left blank to allow customization by the end user. To activate, the contract is merely finished & signed by the respective parties. The contract remains, but it's power is expended after activation.
The default penalty is "Oathbreaker" taking the form of a elaborate henna marking on their face that cannot be removed. Other penalties may be selected in it's place if desired. Attempting to break the stipulations results in a splitting migraine & a cold sweat.
These Contracts are written with the same Ferro-Fluid that emits from the R.I.S.H.I. device.
Standard CSP Contract
Upon agreement by the Close Protection Specialist & the Client (Hereafter referred to as "CSP" & "Client" respectively) the following Contract is established:
-The Client agrees to pay the designated rate per day the CSP is contracted to provide Close Protection services, in addition to reasonable expenses incurred by the CSP as well as any up front retainer if one was requested. This payment will be in British Pounds unless the CSP agrees to an acceptable alternative. The Client agrees to pay the full amount negotiated promptly, either per week of ongoing services or within five business days of a concluded agreement. The CSP may allot more time or waive payment if desired.
Responsibilities of the CSP
-The CSP will take any action required to ensure the life, safety, & freedom of the Client, up to & including personal injury, incarceration or loss of life. If the client is somehow abducted while under the CSPs protection, the CSP will dedicate every effort to secure the Client's freedom, with the normal pay structure being frozen during this time (the Client will still incur reasonable expenses, to be paid upon their release provided the efforts of the CSP contributed to their freedom).
Responsibilities of the Client
-The Client agrees to divulge any pertinent information requested by the CSP. Requested information is to be truthful, accurate, & delivered promptly. Information gained in this manner is considered confidential & the CSP is prohibited from sharing it with any third parties without the Client's permission.
-The Client agrees to a Non-Disclosure article regarding any actions or services taken by the CSP while under Contract unless the CSP gives express permission for those details to be shared with a designated third party. This NDIS includes any form of recording or similar, any written record of actions taken by the CSP, any information that would be gained under questioning or interrogation, or any other means not listed here. The only information the Client may share without permission is public facing information (Amarjeet Inderpal, Inderpal Agency), that they did in fact hire the CSP & if they would do so again.
Stipulations
-If the Client chooses to engage in illegal activities that could endanger the reputation of the Inderpal Agency, the CSP may terminate the Contract. Doing so requires a notification be delivered to the Client explaining the reasoning behind the Contract termination as well as the refund of any payments made by the Client within five business days. If a Contract is terminated in this manner, all Conditions & Stipulations upon both CSP & Client are rendered void.
-The CSP will continue to provide services & be bound by the above stipulations until a designated objective has been completed or previously defined time period has elapsed. Once services have been rendered or if the contract has been terminated (either through non-payment or the above stipulation), the CSP will be free of all stipulations of this Contract unless hired again at a later date. A verbal agreement to reinstate previously negotiated services shall be all that is required from the Client should the CSP choose to offer it - new stipulations, costs, or other parameters will require a new Contract to be signed.
-If either the CSP or the Client break the terms of this arrangement by action or inaction, they will invoke a penalty clause, becoming Marked in the process.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must and all participants must sign the contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
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.
Use up this unusually large egg and spend an hour to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
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.
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.
Use up this glowing blue disk and spend a minute to activate. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
For the next hour, your target receives 1 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +1 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -1 dice penalty until they are either repaired or upgraded again.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll Intellect + Occult at Difficulty 6.
The trap looks like food or drink and can only be discovered as a trap by those with preexisting knowledge of such traps. 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. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
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 Intellect + Occult at Difficulty 6.
The trap looks like food or drink and can only be discovered as a trap by those with preexisting knowledge of such traps. 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, 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.
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 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.
Use up this small metallic grenade with pin and spend an Action to activate. 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. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for thrown attacks. The attack does not deal Damage, but the Effect does.
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 contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.