You whip out your cancer gun and shoot the guy to death. BAHBAAHAAH you are tgoo strong.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living target within 25 feet. You must use up Pixie Stick in order to activate this Effect. Roll Intellect + Investigation 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 + Influence at Difficulty 6, and can be cured by Renouncing your sins to any roomba.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cancer bro. Instant.
You also receive any Conditions which you inflict on others, and cannot make a resistance roll to avoid them.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Hypochondriac, Paranoia, and Fear of Hospitals. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The user upon being injured will be able to transfer their injury onto any creature living or otherwise within 25ft.
Exert your Mind and spend an Action. Select a Animate target within 25 feet. This Effect cannot be used unless When you receive an injury. Roll Brawn + Brawl 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.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.).
Edgar stores this vile fluid in his throat, which is naturally produced by his body. Those exposed risk degenerative madness, typically involving hallucinations of the dead (see ghosts, dead people call them on the phone) or experience parasitism (maggots or other insects crawling under their skin). The only cure is to eat at least a pound of cadaver flesh, a corpse at least 24 hours old. If confronted with such a corpse they are likely to have an episode, believing it smells (& tastes) like the most delicious food they've ever imagined...at least, until they finish eating it.
Use up this transparent ichor and spend an Action to trap a region of any shape that contains your current location and fits entirely within arm's reach. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply. Choose one of the following symptoms:
The trap looks like a sticky fluid coating a surface. 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 that enters the chosen region will trigger the trap. Your target may resist by rolling Body at Difficulty 7.
When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 9, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old. 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.
You gather all dark and nasty energy and use it to make others suffer and a dark blackish reddish smoke suffuse the skin or enters the mouth and other open parts
Exert your Mind and spend an Action to activate. Select a Living target within arm’s reach. You must actively and obviously use His left eye while it still works its no longer purple its ruby red with a furious glow to activate this Effect. Roll Dexterity + Brawl 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Dexterity + Brawl at Difficulty 6, and can be cured by My blood and a dose of holy water.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Its like you drain the area of death so that you can attack.
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.
The Ichor is a dark liquid with a purplish, when the effect is activated a serpent of the liquid is jutted out of the users hand or weapon poisoning the target, The poisoned target has two puncture wounds, swelling and redness around the bite area, severe pain, nausea, difficulty breathing
-will write this later-
Exert your Mind (unless Ichor comes into contact with a bodily fluid (blood, saliva, etc)) and spend an Action. Select a Animate target within 200 feet. You must use up Blood 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 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 bloodletting or a mixture of dragon blood flower extract mixed with ichor and white hare hair.
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.
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.