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.
Arcane Opium weakens the victim mentally and physically, causes hallucinations, and does damage overtime.
Exert your Mind and spend one minute. Select a Living target within 25 feet. You must use up Money 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 one 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 Rehabilitation.
You may cure any target you’ve afflicted at any range as a Quick Action.
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. Exhaustion’s penalty and duration stacks with multiple activations.
"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.
a viscous pearlescent liquid that oozes uncomfortably from under your nails
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + 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 + Alertness at Difficulty 6, and can be cured by throwing up.
Maple snap's her fingers, the target beginning to sense something ominous.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Charisma + Influence 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.
This Effect is not obvious, and the only sign you are using an Effect is Maple snapping her fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Shoulder Sublaxugation, weak stomach, and Concussive trauma.
Possession of this Power grants the following Trauma at all times: Antisocial Personality Disorder (ASPD).
Patrick O’Neal’s leprechaun blood has always whispered to him about the essence of others—the spark that makes them special. Now, his connection to the mystical world has sharpened into a sinister ability: the power to strip away that spark entirely.
When Patrick snaps his fingers, a shimmering golden thread, invisible to most, coils from his target to him. It pulses as he steals what makes them extraordinary, leaving them hollow and utterly ordinary. To the victim, the transformation begins as a growing sense of discomfort, their body feeling heavier, weaker, more mundane. Within hours, they realize their unique traits—their speed, their charm, their brilliance—are slipping away like water through their fingers.
This affliction isn’t merely a theft; it’s a contagion. Those who touch the afflicted find themselves slowly drained of their own spark, creating a ripple of mundanity that could decimate a community. The only way to undo it is through an act of desperation: ending another life to reclaim what was lost.
Patrick doesn’t just take their uniqueness—he feels it, reveling in the thrill of his theft. To him, their spark is a fleeting taste of something forbidden, fueling his own ambitions for greatness. He has learned that everyone, no matter how unique, is vulnerable to his reach. In his mind, he’s not just a thief; he’s a reclaimer, a force of balance in a world of overpowered fools.
This power reinforces Patrick’s cunning, greed, and the darker side of his leprechaun blood. It ties his thievery directly to his mystical heritage and makes him a truly terrifying opponent.
Only effects passive effects from physiology, and doesn’t reduce character abilities or stats to below what they would be as a mundane
1. Loss of Gifts: Any supernatural or extraordinary powers are suppressed, leaving the target without access to their abilities. This includes:
• innate talents from not being a normal human
• Enhanced physical traits from not being a normal human (e.g., super strength, speed, or durability).
• Innate resistances from not being a normal human(e.g., immunity to poisons, diseases, or environmental effects).
2. Stat Changes:
• Body: Drops to the average human range (typically 2).
• Dexterity and Brawn: Lowered to average human capacity.
• Intellect and Charisma: Supernatural mental or social capabilities fade, leaving the target as unremarkable as an average person.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Dexterity + Thievery 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 9, and can be cured by Find a Four Leaf Clover. 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.
This Effect is not obvious, and the only sign you are using an Effect is Patrick snaps his fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per 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.