Narcotix's White gold

1
A consumable Cocaine zip bag that lets you cure diseases and poisons.
Used by Gustav Tischbein, Created by jjkilla234.
(It is obvious you are attacking the target. )

Gustav's unholy pact aligns him with Narcotix, the Tempter of Vice. Gustav brandishes a Clear sealed scale covered pouch containing a dark, powdery substance akin to midnight sand. As he unseals the bag and exposes its contents to the air, the once-ebony powder undergoes an eerie transformation, morphing into a blinding, incandescent white. With a flourish, Gustav Winds up to slap the blizzard-like unholy substance into there system. The Target is raked with intense demonic visions of pleasures that leave the users traumatized.


Spend an Action and use up this Cocaine zip bag (unless you succeed on 1d10, Difficulty 7). Make a Brawl attack at a Living target within normal attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Actually I need it: User takes the cocaine and sufferers the negitive effects of cocaine imidietly.. Your target must make a Trauma roll when you activate this Effect. The target may roll to dodge or defend, as normal for Brawl attacks. The attack does not deal Damage, but the Effect does.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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. Your patient is required to Must weekly partake in a dose of cocaine and study. for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 Cleanse Gifts

Exert your Mind (unless you win a coin flip) and spend 1 Action. Select a Living target within arm's reach. This Effect cannot be used unless Tentacles have to be out. You must actively and obviously use Holy Symbol to activate this Effect. 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.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Tentacles latch onto target and inject them with anti-bodies.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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. You must use up corn in order to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself so long as you have fully diagnosed or 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.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, you are healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.

Sage's healing abilities result from a variety of dream sand (a Sandman related metaphor, or perhaps what inspired stories of the Sandman). She can manifest this from her mind, as part of it is always dreaming even when she isn't aware of it. Visibly, it is often more like smoke when in contact with air, but when either shadowsmoke or sand grains fade, they return harmlessly to the same dream reality Sage derives all her abilities from. If she can dream of healing someone, she can learn to do it in the waking world.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use a gold heart pendant to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 1 Action and use up this Purple Pill. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

  • This consumable is destroyed when used and cannot be used again.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Pesticides, maggots, lockjaw… there is no room for restrictive impurities in Grace’s body. They were sick of it, literally and metaphorically, so they found the cleanest thing they’d always have and made use of it. Blood that never darkens or catches disease, blood that embodies will and aid. Obedience will heal- she needs only herself to do so. Horatio has the short end of the stick with his guilt, but even that is temporary.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Stock Cleanse Gifts

Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.