Oil Change

1
Requires Seasoned
A consumable a gold liquid that lets you heal wounds.
Used by Kurigo "Oz" Osikawa, Created by Kamulis.
(You are obviously treating yourself for the entire cast time. )

Digging deeper into the satellite's unusual technology Oz has discovered more uses for the chemicals he can create using it. He has developed a viscous gold liquid that when consumed can heal a person's injuries. This is kept in a plastic bottle simply labeled "Oz's Oil".


Use up this a gold liquid and spend 15 minutes to activate. Roll 11 dice Difficulty 6, penalty does 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.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.

Community Consumable Crafting Gifts

“People used to tell me: Johnny, you are such a great guy and I’m so happy to have you as a friend. I wish that everyone could have a friend like you.

This made me think: yeah it would be nice if everybody had a friend so reliable, helpful, funny, intelligent and humble as me. Which is why I have created my own line of action figure Johnnys. To get a closer experience to the real deal I have infused the dolls with my healing capability. This works for at least one use and if you are lucky enough a couple.

You can now have your own Johnny Fontaine to take with you on amazing adventures, to important exams for good luck and maybe even to a candlelight diner for a date with the J man himself.

Get yours now!”

A ProphetsOfOurPraise.inc product.

Spend 1 minute and use up this A magically infused Johnny Fontante action figure. Select a Living target within arm's reach. Roll 11 dice at Difficulty 6, 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.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

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

Use up this small red crystal (unless you succeed on 1d10, Difficulty 7) and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

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

On alchemy:
Here comes the alchemist chef. Does Delphyrion need to specify that this is a transformation from one object to another? Not really. Do they really like the law of conservation of mass and matter? Nope. Do they know they don't have to do all this stuff to limit themselves? Debatable. They'll just insist that this is for the science, the discovery, the suspense, the funny shenanigans.

On the vials:
They appear to be generic vials of clear liquid when unused, though that's questionable enough in and of itself if Delphyrion ever needs to get it past TSA (not that it's much of an issue anymore, considering the availability of their little stash). Hopefully Delph has labeled these correctly, lest they try to chuck this at someone instead of their signature piranha solution. What is the liquid called, anyway? ...Schrodinger's solution. It either exists or it doesn't. Or maybe it's somewhere in between...

On the backpack:
This consumable used to be a backpack. It was easy enough to mistake for any backpack at all, and Delphyrion had not put a label on it. They have lost quite a few beakers and pens to it whenever they mused about their next experiment, as they often reach epiphanies by saying, "If only I had [food item]". Perhaps that's why the artifact works this way.

On food quality:
For some reason the output quality directly ties to the price of food in Orlando. So, use a 5-cent pencil, and you'll get a 5-cent quality potato fry*.
Also, yeah, make sure it's 1 minute exactly. This is a theoretical number; no one has tried to test its limits, hence its reference to Schrodinger.
*Food will vanish from your stomach after 2 hours.

Use up this pair of chemical vials and spend 1 minute. Roll 7 dice Difficulty 6, dice penalties do not apply.

Choose a specific type of Food, Drugs, and Administration which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Intellect + Science to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • This consumable is destroyed when used and cannot be used again.
  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

Use up this green guacamole-like mixture and spend two Actions performing the following ritual: consume the guac, then howl or roar very dramatically towards the moon (or sun). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You transform into a very furry and animalistic version of yourself for 3 minutes. You have access to all of your Powers while you are a very furry and animalistic version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.

Your body is adapted to smell. You receive +3 dice on non-attack rolls related to smell.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • This consumable is destroyed when used and cannot be used again.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

A single path lies Infront of you, no left or right turns, the only choice is forward. And there in front and above you, just high enough to jump up and punch, is a box labeled with a glowing question mark. You hit it, and box ceases to glow, but out from the top, a mushroom falls. As you approach it, remembering vaguely some sort of cautionary song or rhyme or mnemonic device the boyscouts used to teach, it looks almost inviting. Then suddenly it rotates, revealing grotesque eyes, a slobbering mouth, and upsetting knobby feet.

Your eyes pop open, exacaping you from this dream.

You jolt up in a cold sweat, and there on the floor at the foot of your bed is a perfect-looking mushroom gliding peacefully and bouncing softly from wall to wall. "Super Mushroom," you whisper instinctively to yourself, and you feel the power inside of it. "Ya-hooo"

Use up this Amanita muscaria mushroom and spend a Quick Action.

You transform into The same but larger and taller for 3 minutes. You have access to all of your Powers while you are The same but larger and taller, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1.

Your body is adapted to Mario movement (jumping, running, etc). You receive +3 dice on non-attack rolls related to Mario movement (jumping, running, etc).

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • This consumable is destroyed when used and cannot be used again.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Consumable Crafting Gifts

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.

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:

  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.

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.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours. Upon full polymorph, the two Battle Scars combine into one.
  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Even with Willful End, Full Polymorphs take a day to revert.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • 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.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

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 7 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. Affected targets may resist by rolling Mind at Difficulty 6.

When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested 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.

If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

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.

  • 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.