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.
'So I looked, and behold, a pale horse. And the name of him who sat on it was Death.'
Spend an Action to activate. Select a Living target within arm’s reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury. 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 any number 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 the infected creature feeling the warmth of life. A homecooked meal eaten with happiness, a smile at seeing their partner, or child. Anything which reassures them it is not yet their time to end.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: King of Nothing: You must roll Self-Control to not use this Gift on a Living creature the first time you see it. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The doctor infects an enemy with a rapid onset of his own affliction to gain insights into a cure and what might wait him if he does not succeed in ridding himself of it.
Likely Battlescars from Wasting Away would be disfigured for minor and enervated for major, but tongueless, chronic pain, soft spot, limp, and vertigo would make sense too.
Exert your Mind and spend an Action. Select a Animate target within 25 feet. 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 Intellect + Occult at Difficulty 6, and can be cured by bathing in four thieves vinegar.
Jonny convinces the person to have some honey and the target then takes some, the target is then incredibly affected.
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must actively and obviously use Jonny's Pen to activate this Effect. Roll Charisma + Influence 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 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.
Your nano bots can now make deadly poison and disease that seem to come from your blood almost
Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. You must use up A blood vial in order to activate this Effect. Roll Brawn + Brawl 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 Pure Church Holy Water and christian blood.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You seem to use your own blood as the source.
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.
Possession of this Power grants the following Trauma at all times: the craving for blood is unmatched by anything you’ve ever felt when ever you see blood make a d10 to resist wanting to drink it anything below a five in you fail.
The user yanks on the top and tiny particulates of various diseases stream out toward the target. Thousands of different plagues and illnesses permeate the body and cause the target to wither and runes made of sores form across their chest. The gown makes the shoulder of the wearer weak and prone to dislocation. The diseases will be cleared by a simple red delicious apple, decreeable by reading the runes.
Exert your Mind and spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless the target has hurt anyone. 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 Intellect + Occult at Difficulty 6, and can be cured by eating a ‘red delicious’ apple.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: shoulder subluxation. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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.