Viewing Effect - Disease
Infect, Poison, Infest

Create a Disease Power

Description

You can infect a given person with any mundane disease or illness that they would normally be able to contract. The chosen disease must not be generally fatal or untreatable by modern medical technology. The target's symptoms appear immediately.

System

Exert your Mind and roll [[attack-roll]] against a target within [[range]], who can contest it with [[resistance]]. If you succeed, the target is successfully infected with any mundane disease that is not generally fatal and is curable by modern medicine. The symptoms manifest immediately. They are not contagious. If the target cannot contract the disease for some reason, you cannot inflict it.

Enhancements

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Death Sentence (You may infect the target with a disease that is almost always deadly given modern medicine. This disease cannot kill within a week of infection and must show symptoms immediately.)

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is immediately made aware that they have been truly cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Pandemic (Your target is contagious as normal.)

Baffling to Modern Medicine (You may infect the target with any supernatural disease you have personally contracted, provided it would normally be able to affect your target.)

Pharmacist (You may use this Power to apply a non-lethal dose of any mundane drug. The effect takes at least five minutes to fully take hold, but symptoms appear immediately.)

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Single Strain (This power can only cause the effect of one specific disease (or drug, if paired with the Pharmacist enhancement).)
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers