chibby prepares his "special" medicine for his patient using calming drugs and other things he have in his medical aid kit and a special sauce that comes out of his cat tag, after some time he finishes with a potion that can be thrown at any target not too far away from him which will cause his victim to suffer in multiple ways.
(if this name tag is given to anyone else he will gain the chibby knowledge and be able to follow his steps)
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up calming drugs in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by sleep.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: wheezing. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Whispers begin. They Soft at first, like distant voices carried on the wind, but they grow insistent, layered, overlapping—a chorus of something hungry speaking in tongues long forgotten. The sound doesn’t come from any one direction but seems to press in from all sides, worming into the minds of those who witness the event.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must use up Animal bones in order 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. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
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.
Possession of this Power grants the following Battle Scar: Hands are blackened and have weird purple veins to her elbows.
Crush a vial of acid in your hands, and imbue the acid with an otherworldly sickness. Launch the liquid at a nearby living target and force them to absorb it. The user is immune to the acid from the vial during casting, however it still seems to burn them.
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up Vial of Acid in order to activate this Effect. Roll Intellect + Medicine 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:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by submerging the targets body in clean water.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
Possession of this Power grants the following Battle Scar: Disfigured.
The caster focuses all of their hate and anger for the target, breathes deep, and speaks calmly, seeming to let the negative feelings pass. Soon however the victim begins feeling unwell, and rapidly begins deteriorating until they finally collapse.
Spend one minute. Select a Living target within 25 feet. 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:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by spend an hour inside a ring of salt.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Power Hungry: You crave infinite mystical power and are prone to stealing anything that may bring you closer to this ultimate goal. (Roll self-control whenever a source of magical power is left unattended or otherwise able to be taken to not take it.).
Eric begins to cough releasing a custom-made toxin into the air that he has created within his body, this then begins to eat away at the targets body and mind returning all to rot as it works its way through the body, the toxin can be stopped by partaking of the plague lord's blessing and consuming venom
The creation of the original toxin is what caught the attention of the lord of Plague, and eric opened his mind and body to the Lord and was born anew,
Assimilate:
Gift 1 Inhuman Physiology : https://thecontractrpg.com/gift/18392/
Gift 2 Blast : https://thecontractrpg.com/gift/18393/
Quick guide:
Inhuman:
Enhancements:
distributed systems(no one part is needed for life),
toxic body(Take damage on being injected with/consuming body fluids)
Drawbacks:
Disfigured*2 for: disfigured (social rolls @ +1 difficulty) and limp (move speed reduced by half),
Maddening*2 for: Compulsion to spread the blessing, and harm the unblessed,
Misshapen(can't be mistaken for a normal human and can't always human equipment.)
Description: the body is covered in open weeping cysts, the veins of the infected turn black and bulge out of the body, the infected's mind warps to turn the affliction they are under into a kind of blessing that they desire to spread as far and wide as possible, when they are eliminated (killed), they explode sending bodily fluid and bone shrapnel out in a wide area around them
Blast: Radius 10ft, damage : outcome+2, and uses the infected's body instead of a normal roll, if it pierces armor add toxic body damage
Enhancements:
Detonation(damage spreads beyond initial radius),
Radiate (blast is centered on the caster),
Shredder (those hit have armor reduced by 2),
Triggered (on death)
Drawbacks:
Disturbing (the body bulging and bursting),
Fuel (one's own body),
Stand Firm (those hit by blast may roll body @7 as a free action and reduce taken damage by the Outcome)
Description: The body of the dead infected begins to bulge and inflate as pressure builds up within the body, after a few seconds the entire body bursts as the pressure reaches a point at which the weakened body can no longer contain it, causing toxic blood and bone shrapnel to go flying in every direction, centered on the body of the dead, after the explosion no parts of the infected's body is left behind.
Exert your Mind and spend an Action. Select a Animate target within 200 feet. Roll Intellect + Crafts at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Science at Difficulty 9, and can be cured by Consuming an anti venom. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
This Effect is not obvious, and the only sign you are using an Effect is coughing. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
An insane amount of ads start filling the target's UI, causing some disorientation and lag.
This affliction can be easily cured by contacting your nearest Server Customer Support, and having them remove the debuff by manual coding.
Here's the ads:
1. Apple
2. Nike
3. Toyota
4. Coca-Cola
5. Samsung
6. Amazon
7. McDonald's
8. Microsoft
9. Honda
10. Adidas
11. Walmart
12. Google
13. Ford
14. Pepsi
15. Sony
16. Mercedes-Benz
17. BMW
18. Netflix
19. Starbucks
20. Facebook
21. Target
22. Volkswagen
23. IKEA
24. Audi
25. L'Oreal
26. Chanel
27. Gucci
28. Louis Vuitton
29. Puma
30. Under Armour
31. Reebok
32. Rolls-Royce
33. Bentley
34. Ferrari
35. Lamborghini
36. Maserati
37. Aston Martin
38. Porsche
39. KFC
40. Subway
41. Taco Bell
42. Burger King
43. Wendy's
44. Pizza Hut
45. Domino's
46. Papa John's
47. Chipotle
48. Olive Garden
49. Red Lobster
50. Outback Steakhouse
51. Ben & Jerry's
52. Häagen-Dazs
53. Baskin-Robbins
54. Dairy Queen
55. Cold Stone Creamery
56. Godiva
57. Ghirardelli
58. Lindt
59. Hershey's
60. Nestle
61. Kellogg's
62. General Mills
63. Post
64. Quaker
65. Aunt Jemima
66. Jif
67. Skippy
68. Smucker's
69. Nutella
70. Heinz
71. Hunt's
72. Campbell's
73. Progresso
74. Amy's Kitchen
75. Stouffer's
76. Lean Cuisine
77. Marie Callender's
78. Totino's
79. Annie's
80. Kashi
81. Nature Valley
82. Clif Bar
83. Kind Bar
84. RXBar
85. Atkins
86. SlimFast
87. Jenny Craig
88. Weight Watchers
89. Nutrisystem
90. Beachbody
91. Peloton
92. Bowflex
93. NordicTrack
94. Lululemon
95. Athleta
96. Under Armour
97. Fabletics
98. Alo Yoga
99. Outdoor Voices
100. Champion
Exert your Mind and spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Leather Gloves to activate this Effect. Roll Charisma + Performance at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
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:
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.