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.
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.).
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.
I through dust on them and when activated it makes the target look visibly older for a second then affects appear
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the dust must cover them a good amount. You must use up items made from downtime in order to activate this Effect. Roll Intellect + Occult 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 priest's prayer.
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.
You may only use this Effect once per day.
"The target is infected with Melting Love and must be convinced that they are, the thought of their death by infection hangs over their head."
Spend one minute. Select a Animate target within 25 feet. This Effect cannot be used unless Target Is Not Taunted and Convince the Target. You must actively and obviously use a weapon to activate this Effect. Roll Brawn + Melee 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 + Influence at Difficulty 6, and can be cured by thorough sanitation.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
When he touches someone the tattoo will crawl down his arm quickly and infect them with the infection
He was doing gardening in a forest on the way home after and he he cut down and was gardening and accidentally touched a flower that he recognized, and it was poisonous purple, and started to get injured to sink and a tattoo appeared on his wrists and his body
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless he hast to have physical contact with the person he is infecting. Roll Brawn + Melee 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 absorption or separation.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
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.