System
Exert your Mind, choose a target within Arm's Reach, and roll *Dexterity + Parasitic Combat* The target may roll Body, Difficulty 6 as a Free Action to resist.
If you succeed, the target takes a Severity 1 Injury that is not stopped by Armor. This Injury will worsen in Severity by 1 level every 1 week. The target begins experiencing noticeable symptoms immediately. If the target is cured, the Injury remains but does not worsen.
The target or anyone who examines them may roll Intellect + Animals ( dice) Difficulty 6 as a Committed Action to diagnose their affliction and determine how to treat it. The target may be cured by 24 Hour Fasting.
If this Injury would kill the target, they may roll a single die, Difficulty 6. If they succeed, they survive and are cured.
Enhancements
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Non-lethal
(The roll the target makes to prevent dying to this Power is now Difficulty 4.)
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Contagious
(Anyone who is exposed to the bodily fluids of an affected target must roll Body, Difficulty 6. If the outcome is less than the Power’s initial activation roll, they take a Severity 1 Injury which degrades as per this effect.)
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Concealed
(Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
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Remission
(Instead of treatment curing the effect, it merely puts it into remission. It will re-occur once its Injury heals to 1 Severity or lower. Supernatural cleansing still permanently cures the deterioration.)
Drawbacks
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Sacrifice
(Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source. This Injury heals in 1 day and cannot be prevented or prematurely healed by any means.)
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Biohazard
(This power only affects Living targets.)
Parameters
Period:
0 ( 1 week )
Range:
0 ( Arm's Reach )
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