Rune of Repair I can patch that up, I think.

2
The power to repair devices that have been damaged or destroyed.
Used by Mike Carson, Created by EvilRicktator.
(When activating this Effect, it is obvious you are interacting with the target. You must actively and obviously be using a tool marked with the bindrune he uses to repair.)

Mike must use the tool (Usually Uncle George's multitool, or the runed nib on the Scribe's Favor) to mark the same bindrune onto an object. This takes him about 30 seconds. At the end, he focuses his mind to infuse the new rune precisely with power and intent and it begins to faintly glow. If he has carved and infused the rune properly it will become a natural part of the object (embossed, stamped, or part of the design of the paint or finish, but appearing as though it belongs) and the object will be restored to a proper state and functionality. Failure will see the rune harmlessly spark out and remain a crude carving.


Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use a tool marked with the bindrune he uses to repair to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts 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.

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.
  • 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

All of the events that transpire in a location, all the thoughts and feelings of the creatures that inhabit the area, all of these things come together to form a spirit that reflects all these things. Technically, the entire universe has formed a spirit. Carpathia is just able to speak to a specific piece. But these spirits are unknowable, and if Carpathia is not careful she can be overcome by the sheer weight of the history around her. The world is rarely so directly hostile towards one of it's inhabitants, especially one as tied to it as Carpathia, but it can overestimate her psyche.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Acorn to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn the following information about the area:

  • You can tell how many living things have died in this area, what they were, and roughly when the deaths occurred.
  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • 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 to activate. Select a target within 45 feet. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless it is used in open environments. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend 15 minutes to activate. Select a Living or Animate target within arm's reach. You must use up Flesh (corpse, minced meat, etc.) in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Occult at Difficulty 8.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flesh melts into body, comes out of pores as tar, then target appears to be burnt alive until the effect is over.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend a minute. 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.

Healing a Battle Scar in this way leaves behind The original part is replaced with organic plant material on the target which cannot be healed.

  • 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 Targeted Gifts

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

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

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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 small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). 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. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.

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 original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.

  • The Attack roll used to activate this Consumable cannot be at a Difficulty lower than 6. You may only use one Consumable per Action.
  • This consumable is destroyed when used and cannot be used again.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.

For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

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

  • 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 to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.